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PZO1123 Ultimate Equipment

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Published by Ithiria, 2021-10-11 03:43:02

Ultimate Equipment

PZO1123 Ultimate Equipment

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Credits

Lead Designer: Jason Bulmahn
Designers: Stephen Radney-MacFarland and Sean K Reynolds
Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello,
Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean,
Jason Nelson, Tork Shaw, Owen KC Stephens, Russ Taylor, and numerous RPG Superstar contributors (see page 387)

Cover Artist: Wayne Reynolds
Interior Artists: Kerem Beyit, Dmitry Burmak, Vincent Dutrait, Grafit Studios, Francesco Graziani,
Michal Ivan, Chuck Lukcas, Steve Prescott, Christophe Swal, Wayne Reynolds, and Kieran Yanner

Creative Director: James Jacobs
Managing Editor: F. Wesley Schneider
Development: Logan Bonner, Adam Daigle, Stephen Radney-MacFarland, Patrick Renie,
Sean K Reynolds, F. Wesley Schneider, and James L. Sutter
Editing: Jeffery Alvarez, Judy Bauer, Logan Bonner, Christopher Carey, and Erik Mona
Editorial Assistance: Rob McCreary and Mark Moreland

Editorial Intern: Jerome Virnich
Senior Art Director: Sarah E. Robinson

Graphic Designer: Andrew Vallas
Production Specialist: Crystal Frasier

Publisher: Erik Mona
Paizo CEO: Lisa Stevens
Vice President of Operations: Jeffrey Alvarez
Director of Sales: Pierce Watters
Finance Manager: Christopher Self
2350557 Staff Accountant: Kunji Sedo 517400
Technical Director: Vic Wertz
Senior Software Developer: Gary Teter
Campaign Coordinator: Mike Brock
Customer Service Team: Cosmo Eisele, Erik Keith, and Sara Marie Teter
Warehouse Team: Will Chase, Michael Kenway, Matt Renton, Jeff Strand, and Kevin Underwood
Website Team: Ross Byers, Liz Courts, Lissa Guillet, and Chris Lambertz
Special Thanks: Ryan Dancey, Clark Peterson, all of RPG Superstar’s incredibly talented
contestants, and the proud participants of the open gaming movement.
This game is dedicated to Gary Gygax and Dave Arneson.
Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the third edition of
the game designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter Adkison.
This game would not be possible without the passion and dedication of the thousands of gamers who helped playtest and
develop it. Thank you for all of your time and effort.

Paizo Publishing, LLC
7120 185th Ave NE, Ste 120
Redmond, WA 98052-0577
paizo.com

This product makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPG Advanced Player’s Guide, Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 2, Pathfinder RPG Bestiary
3, Pathfinder RPG GameMastery Guide, Pathfinder RPG Ultimate Combat, and Pathfinder RPG Ultimate Magic. These rules can be found online as part of the Pathfinder
Roleplaying Game Reference Document at paizo.com/pathfinderRPG/prd. This product is compliant with the Open Game License (OGL) and is suitable for use with the
Pathf inder Roleplaying Game or the 3.5 edition of the world’s oldest fantasy roleplaying game.
Product Identity: The following items are hereby identif ied as Product Identity, as def ined in the Open Game License version 1.0a, Section 1(e), and are not Open
Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress.
(Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.)
Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing game product are Open Game Content, as
def ined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced
in any form without written permission.
Pathfinder Roleplaying Game Ultimate Equipment is published by Paizo Publishing, LLC under the Open Game License version 1.0a © 2000 Wizards of the Coast, Inc.
Paizo Publishing, LLC, the Paizo golem logo, Pathf inder, GameMastery, and Pathf inder Society are registered trademarks of Paizo Publishing, LLC; Pathf inder
Roleplaying Game, Pathf inder Campaign Setting, Pathf inder Module, Pathf inder Player Companion, and Pathf inder Tales are trademarks of Paizo Publishing, LLC.
© 2012 Paizo Publishing, LLC.

First printing August 2012.
Printed in China.

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taBLe oF contents

IntroductIon 4 chapter 5: Wondrous Items 204
Introduction 206
chapter 1: arms and armor 6 Belts Slot Wondrous Items 208
Armor 8 Body Slot Wondrous Items 214
Weapons 16 Chest Slot Wondrous Items 220
41 Eyes Slot Wondrous Items 224
Firearms

Fighter Weapon Groups 47 Feet Slot Wondrous Items 228

Special Materials 48 Hands Slot Wondrous Items 234
52 Head Slot Wondrous Items 240
Primitive Materials

chapter 2: Gear Headband Slot Wondrous Items 248
54 Neck Slot Wondrous Items 254
Adventuring Gear 56 Shoulders Slot Wondrous Items 262
Tools and Skill Kits 76 Wrists Slot Wondrous Items 270
Animals, Mounts, and Related Gear 80 Slotless Wondrous Items 276
Clothing 88
Entertainment and Trade Goods 92 chapter 6: artIFacts and other Items 326
Food and Drink 94 Artifacts 328
Lodging and Services 98 Cursed Items 340
Alchemical Remedies 100 Intelligent Items 352
Alchemical Tools 102
Alchemical Weapons 106 appendIces 360
Poisons 110 Appendix 1: Treasure Generator 360
Appendix 2: Gems and Jewelry 388
2350558 chapter 3: maGIc arms and armor 112 Appendix 3: Art Objects 390
Armor Special Abilities 114
Specific Magic Armor & Shields 124 Index 392
Weapon Special Abilities 134
Specific Magic Weapons 150 open Game LIcense 398

chapter 4: rInGs, rods, and staves 164
Rings 166
Rods 178
Staves 192

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2350559 Introduction 2350559

4 G ear is the great equalizer. Whether it’s the sword that Start off by girding yourself for battle with this extensive
makes the pint-sized half ling suddenly the deadliest selection of armors and shields, from familiar favorites like
2350559 warrior in a fight, or the armor that lets a human leather armor and plate mail to exotic kikko armor and the
shrug off a giant’s blow, the things we own protect us, help horned madu shield. Also presented for your convenience are
us advance our aims, and allow us to distinguish ourselves rules for getting into and out of armor, masterwork armor,
from the crowd. The items we use define us—for isn’t tool armor for unusual creatures, and more.
use one of the great markers of sentient creatures?
Next, choose your weapon with page upon page of weapon
Equipment is especially important to adventurers. A tables and descriptions. Swords and bows, polearms and
wizard may laugh at a warrior for encasing herself in armor firearms—they’re all here, as well as rules for expanded
and relying on sharpened steel to solve her problems—but fighter weapon groups, weapon qualities, and damage for
where would that same wizard be without his staff and weapons of unusual sizes.
magic rings? From the alchemist’s alembics to the rogue’s
lockpicks, all characters in the Pathfinder Roleplaying Lastly, eight pages of special materials ensure that your
Game rely on equipment and magic items. But with items weapons and armor have mechanics as unique as their
strewn across various sourcebooks and adventures, it can appearances. Will your armor be made from dragonhide
be difficult to know where to start. or adamantine? Angelskin or blood crystal? Perhaps your
primitive character carries only stone weapons, or bronze?
Pathfinder RPG Ultimate Equipment is your one-stop The choice is yours.
shopping experience for fantasy roleplaying. Inside this
book you’ll find all the gear and magic items previously Chapter 2: Gear
printed in the Pathfinder RPG line—the Core Rulebook,
Advanced Player’s Guide, Ultimate Combat, and Ultimate Magic— There’s more to adventuring than just weapons and armor,
as well as the cream of the crop from items presented in the and this chapter breaks down the rest of the necessities. First
Advanced Race Guide, Adventurer’s Armory, the Pathfinder comes the adventuring gear—a smorgasbord of mundane
Campaign Setting line, Paizo’s annual RPG Superstar items used every day by adventurers of all stripes. Whether
design contest, and more. Mixed in with these are a hoard it’s simple things like a backpack or crowbar, or more
of brand new items, both magical and mundane, crafted to esoteric items like a scabbard with hidden compartments or
help you customize your character or stock a dungeon with fake shoes for laying down false footprints, this chapter has
treasures your players have never imagined, but desperately everything you need to stock your pack, baggage train, or
need. So go on—turn the page, open up the treasure chest, general store. After this comes specialized gear, including
and see what wonders lie in store. tools and kits to help you with all manner of skills and
professions. This is followed by mounts and transportation,
And remember: when the going gets tough, the tough ranging from carriages to barding for your riding bat.
buy better swords.
Next comes the clothing section, which in addition to
NavigatiNg this Book keeping your character from running naked into battle
contains useful items such as skis, masks, and wigs.
This book is organized according to equipment type. Entertainment items offers such things are marked cards
Within each chapter, the types are divided even further, and loaded dice, and trade goods details the livestock,
helping you quickly narrow in on precisely what you need. foodstuffs, and other items you can sell to pay off any
Presented here is a brief overview of each chapter. resulting gambling debts. The food and drink section and
the lodging and services section present viands to feast on
Chapter 1: arms and armor

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Introduction

and places to stay when you return from your adventures, Chapter 5: Wondrous items
as well as rates for folks like doctors and lawyers.

After that, things get more exotic. Alchemical
remedies offer more than just antitoxins—who wants
to go adventuring without troll oil or vermin repellent?
Alchemical tools range from glues and solvents to defoliants,
smoke pellets, and glowing ink. Alchemical weapons
include bottled lightning, fireworks, grenades, and more,
and the chapter finishes of with a wide selection of poisons.

Chapter 3: maGiC arms and armor

More than 100 pages of useful and sometimes bizarre magic
items fill this chapter, arranged by magic item slot to help
you ensure you’re wearing as much magic as possible. From
belts and headbands to dryad sandals and nightmare boots, this
section has all the magic you can wear to become a figure of
might and myth, as well as a huge section of non-wearable
magic items, all organized both alphabetically and by price.

Chapter 6: artifaCts and other items 517403

This chapter begins with a huge selection of magical special
abilities that can be applied to armor and shields. Magically
store your animal companion, familiar, or mount in hosteling
2350560 armor, or protect against your most hated creature type
with defiant armor. This section is followed by an extensive
catalog of specific magical armor and shields. After these,
it’s weapon time, again starting with special abilities.
Why settle for a simple +1 longsword when you can have a
heartseeker weapon capable of cutting through concealment?
Last comes an assortment of specific magic weapons.

Chapter 4: rinGs, rods, and staves Why settle for generic magic items any caster can craft? This 5
chapter covers rare and precious items with histories spun
This chapter presents nearly 50 pages of specific magic rings, into legends, such as the monkey’s paw, the philosopher’s stone,
rods, and staves, organized by type and presented alongside and the deck of many things. Yet not every artifact or magic item
handy tables organizing them by monetary value, allowing is the boon it first appears to be—this chapter also presents
you to find gear in your price range at a glance. Whether you’re a wide array of cursed items that a crooked shopkeeper (or
a monk looking for a magic ring to protect you as you charge devious GM) might pass off to player characters as priceless
unarmored into battle, or a spellcaster eager to dominate the wonders. Finally, this chapter covers those treasures that
battlefield with a mighty staff of power, this section is for you. talk back: intelligent items. This last section includes the
rules for creating and using such items, dedicated powers,
personality quirks, and of course a wide selection of specific
intelligent items ready to be dropped in players’ paths.

appeNdiCes

Wrapping up this book is an innovative new system for
random treasure generation, designed to help GMs give
their players useful items while tightly regulating treasure’s
value. Following this is a section on valuable art objects, a
thorough discussion of gems, and a detailed index to help
you quickly locate specific topics and items.

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1 Arms and Armor

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D idn’t I tell you not to touch
it?” Sajan yelled.

“Who makes a sword that fancy,

puts it on a pedestal, and then expects

no one to touch it?” Lini replied.

Sajan jerked a thumb back over his

shoulder. “Him!”

Behind them, the fire yai roared and

smashed its way through the narrow

alley, its footsteps shaking the ground

behind the fleeing adventurers. A

spiked club the size of a horse carriage

2350562 bit deep into the earth at their heels, 517405

sending broken stones careening off

into the surrounding forest.

“I still think—” Lini began.

“Think later!” Sajan shouted.

“Run now!”

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2350563 Armor allow them to wear certain armors or even shields without 2350563
incurring any arcane spell failure chance for casting spells
8 For most, armor is the simplest way to protect themselves from their class spell list.
in a world of rampant threats and dangers. Many
2350563 characters can wear only the simplest of armors, and only Casting an Arcane Spell in Armor: A character who casts an
some can use shields. arcane spell while wearing armor must usually make an
arcane spell failure check. The number in the Arcane Spell
The armor entries on Table 1–1: Armor and Shields Failure Chance column on Table 1–1: Armor and Shields is
contain the following information. the percentage chance that the spell fails and is ruined. If
the spell lacks a somatic component, however, it can be cast
COST: The cost in gold pieces of the armor for Small or with no chance of arcane spell failure.
Medium humanoid creatures. See Table 1–2: Armor for
Unusual Creatures for armor prices for other creatures. Shields: If a character is wearing armor and using a
shield, add the two arcane spell failure chances together to
ARMOR/SHIELD BONUS: Each type of armor grants an armor get a single arcane spell failure chance.
bonus to armor class (AC), while shields grant a shield
bonus to AC. The armor bonus from a suit of armor doesn’t SPEED: Medium or heavy armor slows the wearer down.
stack with other effects or items that grant an armor The number on Table 1–1: Armor and Shields is the
bonus. Similarly, the shield bonus from a shield doesn’t character’s speed while wearing the armor. Humans, elves,
stack with other effects that grant a shield bonus. In each half-elves, and half-orcs have an unencumbered speed of
armor category (light, medium, or heavy), the armors are 30 feet. They use the first column. Dwarves, gnomes, and
listed in order from worst AC bonus to highest AC bonus. half lings have an unencumbered speed of 20 feet. They
use the second column. Remember, however, that a dwarf ’s
MAXIMUM DEX BONUS: This number is the maximum land speed remains 20 feet even in medium or heavy armor
Dexterity bonus to AC that this type of armor allows. or when carrying a medium or heavy load.
Dexterity bonuses in excess of this number are reduced to
this number for the purposes of determining the wearer’s Shields: Shields do not affect a character’s speed.
AC. Heavier armors limit mobility, reducing the wearer’s WEIGHT: This column gives the weight of the armor sized
ability to dodge blows. This restriction doesn’t affect any for a Medium wearer. Armor fitted for Small characters
other Dexterity-related abilities. A dash indicates the armor weighs half as much, and armor for Large characters
does not affect a character’s maximum Dexterity bonus. weighs twice as much.

Even if a character’s Dexterity bonus to AC drops to 0 ARMOR SPECIAL FEATURES
because of armor, this situation does not count as losing
his Dexterity bonus to AC. Some armors, particularly those made out of primitive
materials (see pages 52–53), are inferior compared to
A character’s encumbrance (the amount of gear carried, standard equipment. These armors have the fragile
including armor) may also restrict the maximum Dexterity special feature.
bonus that can be applied to his Armor Class.
Fragile: Armor with the fragile quality falls apart when
Shields: Shields do not affect a character’s maximum hit with heavy blows. If an attacker hits a creature wearing
Dexterity bonus, except for tower shields. fragile armor with an attack roll of a natural 20 and
confirms the critical hit (even if the creature is immune
ARMOR CHECK PENALTY: Any armor heavier than leather, as to critical hits), the armor gains the broken condition. If
well as any shield, applies an armor check penalty to all already broken, the armor is destroyed instead. Fragile
Dexterity- and Strength-based skill checks. A character’s armor is broken or destroyed by only critical threats that
encumbrance may also incur an armor check penalty. are generated by natural 20s.

Shields: If a character is wearing armor and using a Masterwork and magical fragile armor lacks these f laws
shield, both armor check penalties apply. unless otherwise noted in the item description or the
special material description.
Nonproficient with Armor Worn: A character who wears
armor and/or uses a shield with which he is not prof icient If armor gains the broken condition in this way, that
takes the armor’s (and/or shield’s) armor check penalty on armor is considered to have taken damage equal to half its
attack rolls as well as on all Dexterity- and Strength-based hit points +1. This damage is repaired either by something
ability and skill checks. The penalty for nonproficiency that addresses the effect that granted the armor the broken
with armor stacks with the penalty for shields. condition (like the Field Repair feat from Ultimate Combat)
or the repair methods described in the broken condition
Sleeping in Armor: A character who sleeps in medium or (Core Rulebook 566). When an effect that grants the broken
heavy armor is automatically fatigued the next day. He takes condition is removed, the armor regains the hit points it
a –2 penalty on Strength and Dexterity and can’t charge or lost when the broken condition was applied. Damage done
run. Sleeping in light armor does not cause fatigue. by an attack against armor (such as from a sunder combat
maneuver) cannot be repaired by an effect that removes the
ARCANE SPELL FAILURE CHANCE: Armor interferes with the broken condition.
gestures that a spellcaster must make to cast an arcane spell
that has a somatic component. Arcane spellcasters face the
possibility of arcane spell failure if they’re wearing armor.
Bards, magi, and summoners have class features which

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ARMS AND ARMOR

Table 1–1: Armor and Shields ARMOR
WEAPONS

SPECIAL
LIGHT ARMOR PRICE BONUS DEX BONUS CHECK PENALTY FAILURE CHANCE 30 FT. 20 FT. WEIGHT1 MATERIALS

Haramaki 3 gp +1 — 0 0% 30 ft. 20 ft. 1 lb.

Padded 5 gp +1 +8 0 5% 30 ft. 20 ft. 10 lbs.

Quilted cloth 100 gp +1 +8 0 10% 30 ft. 20 ft. 15 lbs.

Silken ceremonial 30 gp +1 — 0 0% 30 ft. 20 ft. 4 lbs.

Lamellar cuirass 15 gp +2 +4 0 5% 30 ft. 20 ft. 8 lbs.

Leather 10 gp +2 +6 0 10% 30 ft. 20 ft. 15 lbs.

Parade 25 gp +3 +5 –1 15% 30 ft. 20 ft. 20 lbs.

Studded leather 25 gp +3 +5 –1 15% 30 ft. 20 ft. 20 lbs

Wooden 20 gp +3 +3 –1 15% 30 ft. 20 ft. 25 lbs.

Chain shirt 100 gp +4 +4 –2 20% 30 ft. 20 ft. 25 lbs.

Lamellar (leather) 60 gp +4 +3 –2 20% 30 ft. 20 ft. 25 lbs.

MEDIUM ARMOR

Armored coat 50 gp +4 +3 –2 20% 20 ft. 15 ft. 20 lbs.
20% 20 ft. 15 ft. 25 lbs.
Hide 15 gp +4 +4 –3 25% 20 ft. 15 ft. 30 lbs.
20% 20 ft. 15 ft. 25 lbs.
Do-maru 200 gp +5 +4 –4 25% 20 ft. 15 ft. 30 lbs.
25% 20 ft. 15 ft. 30 lbs.
Kikko 30 gp +5 +4 –3 25% 20 ft. 15 ft. 25 lbs.
25% 20 ft. 15 ft. 30 lbs.
Lamellar (horn) 100 gp +5 +3 –4 30% 20 ft. 15 ft. 40 lbs.
30% 20 ft. 15 ft. 45 lbs.
Scale mail 50 gp +5 +3 –4 25% 20 ft. 15 ft. 35 lbs.
30% 20 ft. 15 ft. 40 lbs.
Agile breastplate 400 gp +6 +3 –4

Breastplate 200 gp +6 +3 –4

Chainmail 150 gp +6 +2 –5

Four-mirror 45 gp +6 +2 –5

Lamellar (steel) 150 gp +6 +3 –5

Mountain pattern 250 gp +6 +3 –4

HEAVY ARMOR

Banded mail 250 gp +7 +1 –6 35% 20 ft.2 15 ft.2 35 lbs.

2350564 Kusari gusoku 350 gp +7 +1 –7 35% 20 ft.2 15 ft.2 45 lbs. 517407

Lamellar (iron) 200 gp +7 +0 –7 40% 20 ft.2 15 ft.2 50 lbs.

Splint mail 200 gp +7 +0 –7 40% 20 ft.2 15 ft.2 45 lbs.

Tatami-do 1,000 gp +7 +3 –6 35% 20 ft.2 15 ft.2 45 lbs.

Agile half-plate 850 gp +8 +0 –7 40% 20 ft.3 15 ft.3 55 lbs.

Half-plate 600 gp +8 +0 –7 40% 20 ft.2 15 ft.2 50 lbs.

Lamellar (stone) 500 gp +8 +0 –7 40% 20 ft.2 15 ft.2 45 lbs.

O-yoroi 1,700 gp +8 +2 –6 35% 20 ft.2 15 ft.2 45 lbs.

Full plate 1,500 gp +9 +1 –6 35% 20 ft.2 15 ft.2 50 lbs.

Stoneplate 1,800 gp +9 +1 –6 35% 15 ft.2 10 ft.2 75 lbs.

SHIELDS

Buckler 5 gp +1 — –1 5% — — 5 lbs.
5% — — 6 lbs.
Klar 12 gp +1 — –1 5% — — 7 lbs.
5% — — 6 lbs.
Light steel quickdraw 59 gp +1 — –2 5% — — 6 lbs.
5% — — 5 lbs.
Light steel 9 gp +1 — –1 5% — — 5 lbs.
5% — — 6 lbs.
Light wooden quickdraw 53 gp +1 — –2 15% — — 15 lbs.
15% — — 10 lbs.
Light wooden 3 gp +1 — –1 50% — — 45 lbs.

Madu (leather) 40 gp +1 — –2

Madu (steel) 50 gp +1 — –2

Heavy steel 20 gp +2 — –2

Heavy wooden 7 gp +2 — –2

Tower 30 gp +44 +2 –10

EXTRAS +50 gp — — — — — — +10 lbs.
Armor spikes +8 gp — — Special N/A5 — — +5 lbs.
Locked gauntlet +10 gp — — — — — +5 lbs.
Shield spikes —

1 Weight figures are for armor sized to fit Medium characters. Armor fitted for Small characters weighs half as much, and armor 9
fitted for Large characters weighs twice as much.
2 When running in heavy armor, you move only triple your speed, not quadruple.
3 When running in agile half-plate, you can still move quadruple your speed, instead of the normal triple speed for heavy armor.
4 A tower shield can instead grant you cover. See the description.
5 Hand not free to cast spells.

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ARMOR DESCRIPTIONS BANDED MAIL PRICE 250 GP 2350565
10 ARMOR BONUS +7
Any special benefits or accessories to the types of armor found
Banded mail is made up of overlapping
on Table 1–1: Armor and Shields are described below. strips of metal, fastened to a sturdy
backing of leather and chain. The size
AGILE BREASTPLATE PRICE 400 GP of the metal plates, interconnected
ARMOR BONUS +6 metal bands, and layers of underlying
armor make it a more significant
This breastplate is specially crafted in a manner that allows defense than similar armors, like
extra maneuverability for some physical activities. The armor scale mail or splint mail.
check penalty for Climb checks and jump checks is only –1
(masterwork and mithral versions of this armor reduce this PRICE 200 GP
penalty as well as the normal penalty). ARMOR BONUS +6

AGILE HALF-PLATE PRICE 850 GP BREASTPLATE A breastplate protects a wearer’s torso
ARMOR BONUS +8 with a single piece of sculpted metal,
similar to the core piece of a suit of
This style of half-plate is specially full plate. Despite its sturdiness, its
crafted in a manner that allows extra inflexibility and open back make it
maneuverability for some physical inferior to complete suits of metal
activities. The armor check penalty for armor, but still an improvement over
Climb checks and jump checks is only most non-metal armors.
–4 (masterwork and mithral versions
of this armor reduce this penalty BUCKLER PRICE 5 GP
as well as the normal penalty). In SHIELD BONUS +1
addition, unlike with most heavy armors, the wearer can still
run at quadruple speed instead of triple speed.

ARMOR SPIKES PRICE +50 GP This small metal shield is worn
ARMOR BONUS — strapped to your forearm. You can use
a bow or crossbow without penalty
You can have spikes added to your armor, which allow you while carrying it. You can also use
to deal extra piercing damage on a successful grapple attack your shield arm to wield a weapon
(see “spiked armor” on Table 1–5: Martial Weapons). The (whether you are using an off-hand
spikes count as a mar tial weapon. If you are not proficient weapon or using your off hand to help
with them, you take a –4 penalt y on grapple check s when wield a two-handed weapon), but you
you try to use them. You can also make a regular melee take a –1 penalty on attack rolls while doing so. This penalty
attack (or off-hand attack) with the spikes, and they count stacks with those that may apply for fighting with your off
as a light weapon in this case. (You can’t also make an hand and for fighting with two weapons. In any case, if you
attack with armor spikes if you have already made an use a weapon in your off hand, you lose the buckler’s AC
attack with another off-hand weapon, and vice versa.) An bonus until your next turn. You can cast a spell with somatic
enhancement bonus to a suit of armor does not improve the components using your shield arm, but you lose the buckler’s
spikes’ effectiveness, but the spikes can be made into magic AC bonus until your next turn. You can’t make a shield bash
weapons in their own right. with a buckler.

ARMORED COAT PRICE 50 GP CHAIN SHIRT PRICE 100 GP
ARMOR BONUS +4 ARMOR BONUS +4

This sturdy leather coat is reinforced Covering the torso, this shirt is made up of thousands of
with metal plates sewn into the interlocking metal rings.
lining. An armored coat is more
cumbersome than light armor but CHAINMAIL PRICE 150 GP
less effective than most medium ARMOR BONUS +6
armors. The advantage of it is that
a person can don it or remove it Unlike a chain shirt, which covers only
as a move ac tion (there is no “don the chest, chainmail protects the
hastily” option for an armored coat). If worn over other wearer with a complete mesh of chain
armor, use the better AC bonus and worse value in all links that cover the torso and arms,
other categories; an armored coat has no effect if worn and extends below the waist. Multiple
w i t h h eav y a r m o r. T h e o n l y m a g i c ef fe c t s t h at a p p l y a re interconnected pieces offer additional
those of armor, clothing, or items worn on top. protection over vital areas. The suit
includes gauntlets.

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ARMS AND ARMOR

DO-MARU PRICE 200 GP HEAVY STEEL SHIELD PRICE 20 GP ARMOR
ARMOR BONUS +5 SHIELD BONUS +2 WEAPONS

The lightest of armors typically favored You strap a heavy steel shield to your SPECIAL
by samurai, do-maru wraps around forearm and grip it with your hand. A MATERIALS

the wearer’s body like a short armored heavy steel shield is so heavy that you

coat. It consists primarily of lamellar can’t use your shield hand for anything

and lacks a solid breastplate or sleeves, else. Whether wooden or steel, a

leaving the shoulders and upper body heavy shield offers the same basic

somewhat exposed, but permitting the protection and attack benefits, though

wearer greater flexibility than do the majority of heavier armors. the two versions respond differently to

FOUR-MIRROR PRICE 45 GP some spells and effects (such as rusting grasp). A druid can use
ARMOR BONUS +6 a heavy wooden shield, but not a heavy steel shield.

Shield Bash Attacks: You can bash an opponent with a heavy

This armor consists of four plates shield. See “heavy shield” on Table 1–5: Martial Weapons for

harnessed together with leather shoulder the damage dealt by a shield bash with a heavy shield. Used

straps. Two round plates protect your this way, a heavy shield is a martial bludgeoning weapon. For

front and back, while two smaller the purpose of penalties on attack rolls, treat a heavy shield

rectangular plates cover the sides of the as a one-handed weapon. If you use your shield as a weapon,

torso. Four-mirror armor is worn over you lose its AC bonus until your next turn. An enhancement

chainmail to provide added protection, bonus on a shield does not improve the effectiveness of a

and comes with a spiked helmet with a chainmail hood. shield bash made with it, but the shield can be made into a

FULL PLATE PRICE 1,500 GP magic weapon in its own right. PRICE 7 GP
ARMOR BONUS +9 SHIELD BONUS +2
HEAVY WOODEN SHIELD
This metal suit comprises multiple

pieces of interconnected and overlaying A heavy wooden shield is essentially

metal plates, incorporating the benefits the same as a heavy steel shield,

2350566 of numerous types of lesser armor. A except that it responds differently 517409

complete suit of full plate (or platemail, to some spells and effects (such as

as it is often called) includes gauntlets, rusting grasp). A druid can use a

heavy leather boots, a visored helmet, heavy wooden shield, but not a heavy

and a thick layer of padding that is worn steel shield.

underneath the armor. Each suit of full

plate must be individually fitted to its HIDE PRICE 15 GP
owner by a master armorsmith, although a captured suit can be ARMOR BONUS +4
resized to fit a new owner at a cost of 200 to 800 (2d4 � 100)

gold pieces. Hide armor is made from the

HALF-PLATE PRICE 600 GP tanned skin of particularly thick-
ARMOR BONUS +8 hided beasts, stitched with either
multiple overlapping layers of crude

Half-plate armor combines elements of leather or ex terior pieces of leather

full plate and chainmail, incorporating stuffed with padding or fur. Damage

several sizable plates of sculpted metal to the armor is typically repaired

with an underlying mesh of chain by restitching gashes or adding

links. While this suit protects vital new pieces of hide, giving the most heavily used suits a

areas with several layers of armor, it distinctively patchwork quality.

is not sculpted to a single individual’s KIKKO PRICE 30 GP
frame, reducing its wearer’s mobility ARMOR BONUS +5
even more than a suit of full plate. Half-plate armor includes

gauntlets and a helm. Kikko armor consists of a clever

HARAMAKI PRICE 3 GP arrangement of hexagonal plates made
ARMOR BONUS +1 from iron and sewn to cloth, granting
the wearer greater flexibility than that

Also called a belly-warmer, a haramaki is a simple silken provided by many armors that afford

sash lined with chainmail or articulated metal plates and tied similar defense. The plates may be left

about the stomach to protect it. exposed or hidden by a layer of cloth. 11

2350566

2350566

517410 UlTimaTe eqUipmeNT 517410
2350567 517410
KLAR PRICE 12 GP as a swift action combined with a regular move. If you have 2350567
12 SHIELD BONUS +1 the Two-Weapon Fighting feat, you can draw a light or one-
handed weapon with one hand and a quickdraw shield with
The traditional form of this tribal the other in the time it would normally take you to draw one
weapon is a short blade bound to weapon. If you have the Quick Draw feat, you may don or put
the skull of a large horned lizard, but away a quickdraw shield as a free action.
a skilled smith can craft one entirely
out of metal. A traditional klar counts LIGHT STEEL SHIELD PRICE 9 GP
as a light wooden shield with armor SHIELD BONUS +1
spikes; a metal klar counts as a light
steel shield with armor spikes. You strap a light steel shield to your forearm and grip it with
your hand. A light steel shield’s weight lets you carry other
KUSARI GUSOKU PRICE 350 GP items in that hand, although you cannot use weapons with it.
ARMOR BONUS +7 Whether wooden or steel, a light shield offers the same basic
protection and attack benefits, though the two varieties
Kusari gusoku is similar to tatami-do armor; however, a katabira— respond differently to some spells and effects (such as rusting
a type of chain jacket—is worn in place of the chest armor. grasp). A druid can use a light wooden shield, but not a light
steel shield.
LAMELLAR PRICE
Shield Bash Attacks: You can bash an opponent with a light
VARIES shield. See “light shield” on Table 1–5: Martial Weapons for the
damage dealt by a shield bash with a light shield. Used this way,
Leather ARMOR BONUS +4 60 GP a light shield is a martial bludgeoning weapon. For the purpose
Horn ARMOR BONUS +5 100 GP of penalties on attack rolls, treat a light shield as a light weapon.
Steel ARMOR BONUS +6 150 GP If you use your shield as a weapon, you lose its AC bonus until
Iron ARMOR BONUS +7 200 GP your next turn. An enhancement bonus on a shield does not
Stone ARMOR BONUS +8 500 GP improve the effectiveness of a shield bash made with it, but the
shield can be made into a magic weapon in its own right.
Lamellar is a type of armor in which small plates of various
types of materials are strung together in parallel rows LIGHT WOODEN QUICKDRAW SHIELD PRICE 53 GP
using fine cord. Lamellar plates can be constructed from SHIELD BONUS +1
lacquered leather, horn, or even stone, though suits of
iron and steel are the most common. L amellar armor can A wooden quickdraw shield is
be crafted into various shapes, including partial pieces essentially the same as a steel
such as breastplates, greaves, or even entire coats. The quickdraw shield, except it responds
properties of specific suits and pieces of lamellar armor are differently to some spells and effects
determined by their material. (such as rusting grasp). A druid can
use a heavy wooden quickdraw
LAMELLAR CUIRASS PRICE 15 GP shield, but not a steel quickdraw shield.
ARMOR BONUS +2

This armor consists of a light breastplate and shoulder guards LIGHT WOODEN SHIELD PRICE 3 GP
made from lacquered leather plates bound together and SHIELD BONUS +1
fitted over a silk shirt.

LEATHER PRICE 10 GP A light wooden shield is essentially the same as a light
ARMOR BONUS +2 steel shield, except it responds differently to some spells
and effects (such as rusting grasp). A druid can use a light
Leather armor is made up of multiple wooden shield, but not a light steel shield.
overlapping pieces of leather, boiled
to increase their natural toughness LOCKED GAUNTLET PRICE +8 GP
and then deliberately stitched ARMOR BONUS —
together. Although not as sturdy as
metal armor, the flexibility it allows This armored gauntlet has small
wearers makes it among the most chains and braces that allow the
widely used types of armor. wearer to attach a weapon to the
gauntlet so that it cannot be dropped
LIGHT STEEL QUICKDRAW SHIELD PRICE 59 GP easily. It provides a +10 bonus to your
SHIELD BONUS +1 Combat Maneuver Defense to keep
from being disarmed in combat.
This light steel shield is specially crafted with a series of straps Removing a weapon from a locked
to allow a character proficient in shields to ready or stow it on gauntlet or attaching a weapon to a locked gauntlet is a
her back quickly and easily. If you have a base attack bonus full-round action that provokes attacks of opportunity.
of +1 or higher, you may don or put away a quickdraw shield

2350567

517411

517411

ARMS AND ARMOR

ARMOR

The price given is for a single locked gauntlet. The weight finish. The centerpiece of o-yoroi is a cuirass consisting WEAPONS
given applies only if you’re wearing a breastplate, light of two parts—a separate reinforcement for the right side

armor, or no armor. Otherwise, the locked gauntlet replaces called a waidate, and a kikko cuirass. The upper part of SPECIAL
a gauntlet you already have as part of the armor. the waidate consists of a leather-covered iron plate. The MATERIALS

While the gauntlet is locked, you can’t use the hand cuirass’s leather shoulder straps—called watagami—are

wearing it for casting spells or employing skills. (You can likewise armored with metal plates. Affixed to the cuirass

still cast spells with somatic components, provided that your are a number of supplementary pieces, including wide

other hand is free.) lamellar shoulder guards, a kikko sleeve for the shield arm,

Like a normal gauntlet, a locked gauntlet lets you deal lacquered iron greaves worn over padded silk leggings, and

lethal damage rather than nonlethal damage with an a groin protector. The signature component of each suit of

unarmed strike. armor is the tiered kabuto helmet and its accompanying

ho-ate mask. Ho-ate masks can be made of hardened

MADU SHIELD BONUS +1 PRICE leather or metal and are fashioned into fearsome visages
such as oni, dragons, or other mythical beings.
Leather VARIES

40 GP

Steel SHIELD BONUS +1 50 GP PADDED PRICE 5 GP
ARMOR BONUS +1
The madu is a round, light leather shield with two animal

horns—usually from an antelope—extending from opposite More than simple clothing, padded

edges of the shield. If you are proficient with the madu, you armor combines heavy, quilted cloth

may use it to fight defensively with a –2 penalty instead of and layers of densely packed stuffing

the normal –4, and your attack penalty for using Combat to create a cheap and basic protection.

Expertise improves by +1 (minimum –1 penalty). You It is typically worn by those not

cannot hold anything else in the hand that bears a madu. intending to face lethal combat or

If you are not proficient with the madu, treat it as a light those who wish their maneuverability

spiked shield. A madu can’t be disarmed. While traditional to be impacted as little as possible.

madus are crafted from leather and animal horn, they can PRICE 25 GP
ARMOR BONUS +3
be made entirely out of metal. Whether leather or steel, a PARADE

2350568 madu offers the same basic protection and attack benefits, 517411

though the two varieties respond differently to some Most wealthy countries with standing armies have a different

spells and effects (such as rusting grasp). A druid can use uniform for use in showy noncombat situations such as

a leather madu, but not a steel madu. parades, coronation ceremonies, and so on. The appearance

MOUNTAIN PATTERN PRICE 250 GP of this armor varies by the country of origin and the branch
ARMOR BONUS +6 of the military, but still provides some protection in case the
soldier needs to fight while in parade dress. For example,

This medium armor consists of one country’s parade armor may be a chain shirt, tabard,

hundreds of small, interlocking pieces leather greaves, and a winged helm. If you’re wearing a

of steel shaped to resemble an ancient country’s parade armor, you gain a +2 circumstance bonus

symbol for the word “mountain.” on Diplomacy and Intimidate checks to influence a person

The mail is then riveted to a cloth or from that country. Depending on the country, parade armor

leather backing. It is worn like a mail may be crafted from leather, metal, or a mixture of both.

coat and covers your torso, shoulders, QUILTED CLOTH PRICE 100 GP
and thighs. ARMOR BONUS +1

O-YOROI PRICE 1,700 GP This enhanced form of padded
ARMOR BONUS +8 armor has internal layers

Worn almost exclusively by high- specifically designed to trap

ranking samurai, o-yoroi—or arrows, bolts, darts, shuriken,

“great armor”—is a heavy combat thrown daggers, and other small

armor that consists of various ranged piercing weapons. When

supplementary components that these kinds of weapons strike you,

include both plate and lamellar they tend to become snagged in

element s. Each suit is craf ted for these layers and fail to harm you.

a specific individual and displays Wearing quilted cloth armor gives

the owner’s aesthetic. Upon you DR 3/— against attacks of this

completion, the suit is colored kind. The special layers of the armor have no effect on other

and sealed with a final lacquer kinds of weapons. 13

2350568

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517412 UlTimaTe eqUipmeNT 517412
2350569 517412
SCALE MAIL PRICE 50 GP STUDDED LEATHER PRICE 25 GP 2350569
14 ARMOR BONUS +5 ARMOR BONUS +3

Scale mail is made up of dozens of An improved form of leather armor,
small, overlapping metal plates. studded leather armor is covered
Similar to both splint mail and with dozens of metal protuberances.
banded mail, scalemail has a flexible While these rounded studs offer little
arrangement of scales in an attempt defense individually, in the numbers
to avoid hindering the wearer’s they are arrayed in upon such armor,
mobility, but at the expense of they help catch lethal edges and
omitting additional protective layers channel them away from vital spots.
of armor. A suit of scale mail includes gauntlets. The rigidity caused by the additional metal does, however,
result in less mobility than is afforded by a suit of normal
SHIELD SPIKES PRICE +10 GP leather armor.
SHIELD BONUS —

Deadly spikes and bladed projections extend from some TATAMI-DO PRICE 1,000 GP
shields, transforming such pieces of armor into weapon in ARMOR BONUS +7
their own right. Shield spikes turn a shield into a martial
piercing weapon and increase the damage dealt by a shield Worn by samurai as a lighter-weight alternative to o-yoroi,
bash as if the shield were designed for a creature one size tatami-do is a full-body field armor that combines both
category larger (see “spiked light shield” and “spiked heavy metal lamellar and kikko components into a suit of mail
shield” on Table 1–5: Martial Weapons). You can’t put spikes with a cloth backing. It typically includes a collapsible
on a buckler or a tower shield. Otherwise, attacking with a kabuto helmet or an armored hood, as well as arm, shoulder,
spiked shield is like making a shield bash attack. and thigh guards.

An enhancement bonus on a spiked shield does not improve TOWER SHIELD PRICE 30 GP
the effectiveness of a shield bash made with it, but a spiked SHIELD BONUS +4
shield can be made into a magic weapon in its own right.
This massive wooden shield is nearly
SILKEN CEREMONIAL PRICE 30 GP as tall as its user. In most situations,
ARMOR BONUS +1 it provides the indicated shield
bonus to your AC. As a standard
Used for ceremonial displays or action, however, you can use a tower
occasionally worn (albeit with no shield to grant you total cover until
additional benefit) over heavier the beginning of your next turn.
armor, these robes consist of several When using a tower shield in this
layers of cloth and an outer layer way, you must choose one edge of
of silk intricately woven with gold your space. That edge is treated as
brocade designs and covered with a solid wall for attacks targeting you only. You gain total
metal studs. cover for attack s that pass through this edge and no cover
for attacks that do not pass through this edge (see cover,
SPLINT MAIL PRICE 200 GP Core Rulebook 195). The shield does not, however, provide
ARMOR BONUS +7 cover against targeted spells; a spellcaster can cast a spell
on you by targeting the shield you are holding. You cannot
Splint mail is made up of overlapping bash with a tower shield, nor can you use your shield hand
layers of metal strips attached to a for anything else.
backing of leather or sturdy fabric. When employing a tower shield in combat, you take a –2
These splints are of greater size and penalty on attack rolls because of the shield’s encumbrance.
durability than those that compose
a suit of scale mail, improving the WOODEN PRICE 20 GP
protection they afford the wearer, but at the cost of flexibility. ARMOR BONUS +3
A suit of splint mail includes gauntlets.
This suit of leather armor has plates
STONEPLATE PRICE 1,800 GP of fire-treated wood sewn over vital
ARMOR BONUS +9 areas. Though not as effective as metal
armor, it offers better protection than
This armor is crafted by dwarven stonesmiths from leather alone. Unlike metal armor,
alchemically strengthened plates of basalt. Stoneplate is the wood is slightly buoyant, and the
heavy and unwieldy, but offers incredible protection to its armor check penalty for swimming in
wearer. It is primarily used by dwarven druids who cannot this armor is 0.
wear metal armor.

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517413

ARMS AND ARMOR

ARMOR

MASTERWORK ARMOR VARIANT RULE: PIECEMEAL ARMOR WEAPONS

Just as with weapons, you can purchase or craft masterwork All armor in the Pathfinder Roleplaying Game assumes

versions of armor or shields. Such a well-made item you’re dealing with a full suit of armor that you’re either SPECIAL
functions like the normal version, except that its armor wearing in its entirety or not wearing at all. However, MATERIALS
check penalty is lessened by 1. sometimes you don’t have time to put on an entire suit of

The masterwork transformation spell (Ultimate Magic 228) armor or don’t have access to a complete suit, and must

transforms a non-masterwork weapon into a masterwork make do with wearing only part of a complete set. A variant

weapon. Without using magic, you can’t add the set of rules for this option is presented on page 198 of

masterwork quality to armor or a shield after it is created; Ultimate Combat.

it must be crafted as a masterwork item (see the Craft skill ARMOR FOR UNUSUAL CREATURES
on page 91 of the Core Rulebook).

A masterwork suit of armor or shield costs an extra 150 Armor and shields for unusually big creatures, unusually

gp over and above the normal price for that type of armor little creatures, and non-humanoid creatures (such as

or shield. horses) have different prices and weights from those given

The masterwork quality of a suit of armor or shield on Table 1–1: Armor and Shields. Refer to the appropriate

never provides a bonus on attack or damage rolls, even if line on Table 1–2: Armor for Unusual Creatures and apply

the armor or shield is used as a weapon. the multipliers to price and weight for the armor type in

All magic armors and shields are automatically question.

considered to be of masterwork quality. Table 1–2: Armor for Unusual Creatures
Even though some types of armor and shields can be

used as weapons, you can’t create a masterwork version of HUMANOID NON-HUMANOID

such an item that confers an enhancement bonus on attack SIZE PRICE WEIGHT PRICE WEIGHT

rolls. However, you can create masterwork armor spikes Tiny or smaller* ×1/2 ×1/10 ×1 ×1/10

and shield spikes, which do confer their enhancement Small ×1 ×1/2 ×2 ×1/2

bonus on attack rolls to attacks made with the spikes. Medium ×1 ×1 ×2 ×1

VARIANT RULE: ARMOR AS DR Large ×2 ×2 ×4 ×2
Huge ×4 ×5 ×8 ×5

2350570 The armor and Armor Class system is an abstraction Gargantuan ×8 ×8 ×16 ×8 517413

where an attack roll that “misses” represents actual Colossal ×16 ×12 ×32 ×12

misses as well as attacks that fail to hit the target hard or *Divide armor bonus by 2.

accurately enough to cause harm. Some players and GMs GETTING INTO AND OUT OF ARMOR
may prefer a different system where a failed attack roll is

an actual miss, and armor absorbs points of damage from Putting on or taking off armor is a sometimes complicated

successful attacks. procedure. The time required to don armor depends on its

A variant set of rules for this game mechanic is type; see Table 1–3: Donning Armor.

presented on page 191 of Ultimate Combat. In this system, DON: This column tells how long it takes a character to

a creature has a Defense score instead of an Armor Class put the armor on. (One minute is 10 rounds.) Readying

(representing how easy or difficult it is to hit a creature), (strapping on) a shield is only a move action.

and the armor’s Armor Class value indicates how many DON HASTILY: This column tells how long it takes to put

points of DR it grants against incoming attacks. This the armor on in a hurry. The armor check penalty and

increases the bookkeeping burden for creatures with armor bonus for hastily donned armor are each 1 point

armor, but may give more satisfying results. worse than normal.

For further information on how this system affects REMOVE: This column tells how long it takes to get

shields, critical hits, natural armor, creatures with other the armor off. Removing a shield from your arm and

forms of DR (such as DR/bludgeoning), see Ultimate Combat. dropping it is only a move action.

Table 1–3: Donning Armor

ARMOR TYPE DON DON HASTILY REMOVE

Shield (any) 1 move action N/A 1 move action

Padded, leather, hide, studded leather, or chain shirt 1 minute 5 rounds 1 minute1

Breastplate, scale mail, chainmail, banded mail, or splint mail 4 minutes1 1 minute 1 minute1

Half-plate or full plate 4 minutes2 4 minutes1 1d4+1 minutes1

1 If the character has some help, cut this time in half. A single character doing nothing else can help one or two adjacent

characters. Two characters can’t help each other don armor at the same time.

2 The wearer must have help to don this armor. Without help, it can only be donned hastily. 15

2350570

2350570

517414 UlTimaTe eqUipmeNT 517414
2350571 517414
Weapons weapon of the appropriate size can attack a creature 15 or 2350571
16 20 feet away, but not adjacent creatures or creatures up to
Without a doubt, weapons number among adventurers’ 10 feet away.
most coveted possessions. Whether weapons are used as
tools to lay foul monsters low, as the medium for magical Double Weapons: Dire f lails, gnome hooked hammers,
enhancements, or as outlets for a host of fundamental and two-bladed swords are examples of double weapons. A
class abilities, few heroes head into the field without character can fight with both ends of a double weapon as if
their favorite—or perhaps even a whole arsenal of their fighting with two weapons, but she incurs all the normal
favorites. This section presents all manner of nonmagical attack penalties associated with two-weapon combat,
weapons for PCs to purchase and put to use, whatever just as though the character were wielding a one-handed
their adventures might entail. The weapons presented weapon and a light weapon.
here should be relatively easy to find and purchase in
most towns and cities, although GMs might wish to The character can also choose to use a double weapon
restrict the availability of some of the more expensive and two-handed, attacking with only one end of it. A creature
exotic items. wielding a double weapon in one hand can’t use it as a
double weapon—only one end of the weapon can be used
All weapons deal hit point damage. This damage is in any given round.
subtracted from the current hit points of any creature
struck by the weapon. When the result of the die roll to Thrown Weapons: Daggers, darts, javelins, throwing axes,
make an attack is a natural 20 (that is, the die actually light hammers, and nets are examples of thrown weapons.
shows a 20), this is known as a critical threat (although The wielder applies his Strength modifier to damage dealt
some weapons can score a critical threat on a roll of less by thrown weapons (except for splash weapons).
than 20). If a critical threat is scored, another attack roll is
made, using the same modifiers as the original attack roll. It is possible to throw a weapon that isn’t designed to be
If this second attack roll exceeds the target’s AC, the hit thrown (that is, a melee weapon that doesn’t have a numeric
becomes a critical hit, dealing additional damage. entry in the Range column on the following weapon tables),
and a character who does so takes a –4 penalty on the attack
Weapons are grouped into several interlocking sets of roll. Throwing a light or one-handed weapon is a standard
categories. These categories pertain to what training is action, while throwing a two-handed weapon is a full-
needed to become proficient in a weapon’s use (simple, round action. Regardless of the type of weapon, such an
martial, or exotic), the weapon’s usefulness either in close attack scores a threat only on a natural roll of 20 and deals
combat (melee) or at a distance (ranged, which includes both double damage on a critical hit. Such a weapon has a range
thrown and projectile weapons), its relative encumbrance increment of 10 feet.
(light, one-handed, or two-handed), and its size (Small,
Medium, or Large). Projectile Weapons: Blowguns, crossbows, shortbows,
slings, longbows, and half ling sling staves are examples of
SIMPLE, MARTIAL, AND EXOTIC WEAPONS: Most character projectile weapons—weapons that launch ammunition at
classes are prof icient with all simple weapons. Combat- a target. Most projectile weapons require two hands to use
oriented classes such as barbarians, cavaliers, and fighters (see specific weapon descriptions). A character cannot apply
are proficient with all simple and all martial weapons. his Strength modifier on damage rolls with a projectile
Characters of other classes are proficient with an weapon unless it’s a sling or a specially built composite
assortment of simple weapons and possibly some martial shortbow or composite longbow. If the character has a
or even exotic weapons. All characters are proficient with penalty for low Strength, apply it to damage rolls when she
unarmed strikes and any natural weapons they gain from uses a bow or a sling.
their race. A character who uses a weapon with which he
is not proficient takes a –4 penalty on attack rolls with Ammunition: Projectile weapons use ammunition, such
that weapon. as arrows for bows, bolts for crossbows, darts for blowguns,
or sling bullets for slings and half ling sling staves.
MELEE AND RANGED WEAPONS: Melee weapons are used for When using a bow, a character can draw ammunition
making melee attacks, though some can be thrown as well. as a free action; crossbows and slings require an action
Ranged weapons include thrown weapons or projectile for reloading (as noted in their descriptions). Generally
weapons that are not effective in melee. speaking, ammunition that hits its target is destroyed or
rendered useless, while ammunition that misses has a 50%
Reach Weapons: Glaives, guisarmes, lances, longspears, chance of being destroyed or lost.
ranseurs, and whips are examples of reach weapons. A
reach weapon is a melee weapon that allows its wielder to Although shuriken are thrown weapons, they are treated
strike at targets that aren’t adjacent to him. Most reach as ammunition for the purposes of drawing them and
weapons double the wielder’s natural reach, meaning crafting masterwork or otherwise special versions of them,
that a typical Small or Medium wielder of such a weapon and of what happens to them after they are thrown.
can attack a creature 10 feet away, but not a creature in an
adjacent square. A typical Large character wielding a reach LIGHT, ONE-HANDED, AND TWO-HANDED MELEE WEAPONS: This
designation is a measure of how much effort it takes to
wield a weapon in combat. It indicates whether a melee
weapon, when wielded by a character of the weapon’s

2350571

517415

517415

ARMS AND ARMOR

Table 1–4: Simple Weapons ARMOR

UNARMED ATTACKS PRICE DMG (S) DMG (M) CRITICAL RANGE WEIGHT TYPE SPECIAL WEAPONS
— — B Nonlethal SPECIAL
Unarmed strike — 1d2 1d3 ×2
MATERIALS

LIGHT MELEE WEAPONS 5 gp 1d4 1d6 ×2 — 4 lbs. B See text
Battle aspergillum 1 gp 1d2 1 lb. B Monk, see text
Brass knuckles 5 gp 1d3 1d3 ×2 — 1 lb. B or P Monk, see text
Cestus 2 gp 1d3 1 lb. P or S —
Dagger 2 gp 1d2 1d4 19–20/×2 — 1 lb. B —
Gauntlet 5 gp 1d4 4 lbs. B —
Light mace 2 gp 1d3 1d4 19–20/×2 10 ft. 1 lb. P —
Punching dagger 6 gp 1d4 2 lbs. S Trip
Sickle 5 gp 1d3 1d3 ×2 — 1 lb. P —
Spiked gauntlet 1d3 1 lb. P —
Wooden stake — 1d6 ×2 —

1d4 ×3 —

1d6 ×2 —

1d4 ×2 —

1d4 ×2 10 ft.

ONE-HANDED MELEE WEAPONS

Club — 1d4 1d6 ×2 10 ft. 3 lbs. B —
1d6 1d8
Heavy mace 12 gp 1d3 1d4 ×2 — 8 lbs. B —
1d6 1d8
Mere club 2 gp 1d4 1d6 ×2 — 2 lbs. B or P Fragile

Morningstar 8 gp ×2 — 6 lbs. B and P —

Shortspear 1 gp ×2 20 ft. 3 lbs. P —

TWO-HANDED MELEE WEAPONS

Bayonet 5 gp 1d4 1d6 ×2 — 1 lb. P —

Boar spear 5 gp 1d6 1d8 ×2 — 8 lbs. P Brace, see text

Longspear 5 gp 1d6 1d8 ×3 — 9 lbs. P Brace, reach

2350572 Quarterstaff — 1d4/1d4 1d6/1d6 ×2 — 4 lbs. B Double, monk 517415

Spear 2 gp 1d6 1d8 ×3 20 ft. 6 lbs. P Brace

RANGED WEAPONS 2 gp 1 1d2 ×2 20 ft. 1 lb. P —
Blowgun 5 sp 1d3 1d4 ×2 20 ft. 1/2 lb. P —
Dart 50 gp 1d8 1d10 19–20/×2 120 ft. 8 lbs. P —
Heavy crossbow 1 gp 1d4 1d6 ×2 30 ft. 2 lbs. P —
Javelin 35 gp 1d6 1d8 19–20/×2 80 ft. 4 lbs. P —
Light crossbow — 1d3 1d4 ×2 50 ft. B —
Sling 100 gp 1d8 1d10 19–20/×2 120 ft. — P —
Underwater heavy crossbow 70 gp 1d6 1d8 19–20/×2 80 ft. 8 lbs. P —
Underwater light crossbow 4 lbs.

size category, is considered a light weapon, a one-handed a one-handed weapon if it’s used in the primary hand, or 17
weapon, or a two-handed weapon. half his Strength modifier if it’s used in the off hand. If
a one-handed weapon is wielded with two hands during
Light: A light weapon is used in one hand. It is easier to use melee combat, add 1-1/2 times the character’s Strength
in one’s off hand than a one-handed weapon is, and can be modifier to damage rolls made with that weapon.
used while grappling. Add the wielder’s Strength modifier
to damage rolls for melee attacks with a light weapon if it’s Two-Handed: Two hands are required to use a two-
used in the primary hand, or half the wielder’s Strength handed melee weapon effectively. Apply 1-1/2 times the
modifier if it’s used in the off hand. Using two hands to character’s Strength modifier to damage rolls for melee
wield a light weapon gives no advantage on damage; the attacks with such a weapon.
Strength modifier applies as though the weapon were held
in the wielder’s primary hand only. WEAPON SIZE: Every weapon has a size category. This
designation indicates the size of the creature for which the
An unarmed strike is always considered a light weapon. weapon was designed. A weapon’s size category isn’t the
One-Handed: A one-handed weapon can be used in same as its size as an object. In general, a light weapon is
either the primary hand or the off hand. Add the wielder’s an object two size categories smaller than the wielder, a
Strength modifier to damage rolls for melee attacks with one-handed weapon is an object one size category smaller

2350572

2350572

517416 UlTimaTe eqUipmeNT 517416
2350573 517416
Table 1–5: Martial Weapons 2350573
18
LIGHT MELEE WEAPONS PRICE DMG (S) DMG (M) CRITICAL RANGE WEIGHT TYPE SPECIAL
Butterfly sword (2) 20 gp 1d3 1d4 19–20/×2 — 1 lb. S Monk
Dogslicer 8 gp 1d4 1d6 19–20/×2 — 1 lb. S Fragile
Gladius 15 gp 1d4 1d6 19–20/×2 — 3 lbs. Performance
Handaxe 6 gp 1d4 1d6 — 3 lbs. P or S —
Iron brush 2 gp 1d2 1d3 ×3 — S —
Jutte 8 gp 1d4 1d6 ×2 10 ft. 1 lb. P Disarm, monk
Kerambit 2 gp 1d2 1d3 ×2 — — B —
Kukri 8 gp 1d3 1d4 ×3 — 2 lbs. S —
Light hammer 1 gp 1d3 1d4 18–20/×2 — 2 lbs. S —
Light pick 4 gp 1d3 1d4 ×2 3 lbs. B —
Light shield 9 gp 1d2 1d3 ×4 20 ft. P —
Lungchuan tamo 5 gp 1d3 1d4 ×2 — Special B Monk
Sap 1 gp 1d4 1d6 ×2 — 1 lb. Nonlethal
Shang gou 6 gp 1d3 1d4 ×2 2 lbs. P or S Disarm or trip, monk
Shortsword 10 gp 1d4 1d6 ×2 10 ft. 1 lb. B —
Spiked armor +50 gp 1d4 1d6 19–20/×2 — 2 lbs. S —
Spiked light shield +50 gp 1d3 1d4 ×2 — P —
Starknife 24 gp 1d3 1d4 ×2 — Special P —
Throwing axe 8 gp 1d4 1d6 ×3 — Special P —
Tonfa 1 gp 1d4 1d6 ×2 — 3 lbs. P Blocking, monk
Wushu dart 2 sp 1d2 1d3 ×2 2 lbs. S Monk
×2 20 ft. B
10 ft. 1 lb. P


10 ft.

ONE-HANDED MELEE WEAPONS

Battleaxe 10 gp 1d6 1d8 ×3 — 6 lbs. S —
1d4 1d6 19–20/×2 — 3 lbs. S Disarm, monk
Double chicken saber 12 gp 1d4 1d6 — 6 lbs. P —
1d3 1d4 ×4 — Special B —
Heavy pick 8 gp 1d4 1d6 ×2 — 6 lbs. S See text
1d6 1d8 ×2 — 5 lbs. B Disarm, trip
Heavy shield 7 gp/20 gp 1d6 1d8 ×2 — 4 lbs. S —
1d6 1d8 19–20/×2 — 4 lbs. S Monk
Klar 12 gp 1d4 1d6 ×3 — 2 lbs. P —
1d4 1d6 18–20/×2 — 4 lbs. S —
Light flail 8 gp 1d8 1d10 18–20/×2 — 3 lbs. P Performance
1d4 1d6 ×2 10 ft. 2 lbs. P or S Grapple
Longsword 15 gp 1d4 1d6 ×3 — Special P —
1d4 1d6 ×2 — 4 lbs. P —
Nine-ring broadsword 15 gp 1d6 1d8 ×2 — 2 lbs. S Fragile
1d6 1d8 19–20/×2 10 ft. 4 lbs. P Brace
Rapier 20 gp 1d6 1d8 ×2 — 5 lbs. B —
×3
Scimitar 15 gp

Scizore 20 gp

Sibat 2 gp

Spiked heavy shield 57 gp/70 gp

Sword cane 45 gp

Terbutje 5 gp

Trident 15 gp

Warhammer 12 gp

TWO-HANDED MELEE WEAPONS

Bardiche 13 gp 1d8 1d10 19–20/×2 — 14 lbs. S Brace, reach, see text
1d8 1d10 ×3 — 12 lbs. B or P Brace, reach, see text
Bec de corbin 15 gp 1d6 1d8 ×3 — 11 lbs. Brace, disarm, reach,
S see text
Bill 11 gp ×3 — —
1d10 2d6 — 14 lbs. B —
1d6 2d4 18–20/×2 — 8 lbs. S Reach
1d8 1d10 ×3 — 10 lbs. S Brace, reach, see text
Earth breaker 40 gp 1d8 1d10 ×3 — 10 lbs. S —
1d10 1d12 ×3 — 12 lbs. S —
Falchion 75 gp 1d8 1d10 ×2 — 8 lbs. B —
1d10 2d6 8 lbs. S
Glaive 8 gp 19–20/×2

Glaive-guisarme 12 gp

Greataxe 20 gp

Greatclub 5 gp

Greatsword 50 gp

2350573

517417

517417

ARMS AND ARMOR

ARMOR

TWO-HANDED MELEE WEAPONS
SPECIAL
WEAPONS (CONT.) PRICE DMG (S) DMG (M) CRITICAL RANGE WEIGHT TYPE SPECIAL
1d6 2d4 ×3 — Reach, trip MATERIALS
Guisarme 9 gp 1d8 1d10 ×3 — 12 lbs. S Brace, trip
1d8 1d10 — Disarm, trip
Halberd 10 gp 1d6 1d8 19–20/×2 — 12 lbs. P or S Reach, trip
1d8 1d10 ×4 — Reach, trip
Heavy flail 15 gp 1d6 1d8 ×3 — 10 lbs. B Reach
1d10 1d12 ×3 — Brace, reach, see text
Hooked lance 3 gp 1d6 2d4 ×2 — 10 lbs. P Fragile
×4 — Double, monk
Horsechopper 10 gp 1d4/1d4 1d6/1d6 ×2 — 12 lbs. P or S Reach
1d6 1d8 ×4 — Brace
Lance 10 gp 1d8 1d10 — 10 lbs. P Trip
1d8 1d10 18–20/×2 — Disarm, reach
Lucerne hammer 15 gp 1d6 2d4 ×3 — 12 lbs. B or P Brace, fragile, reach
1d6 2d4 ×3 — Blocking, disarm, monk
Mattock 12 gp 1d8 1d10 ×3 — 12 lbs. P Trip
1d6 2d4 — Fragile, reach
Monk’s spade 20 gp 1d8 1d10 19–20/×2 — 12 lbs. B or P or S Brace, monk
1d6 1d8 ×4 — Reach
Naginata 35 gp 1d8 1d10 9 lbs. S
19–20/×2
Nodachi 60 gp ×2 8 lbs. S or P
×3
Ogre hook 24 gp 10 lbs. P

Ranseur 10 gp 12 lbs. P

Rhomphaia 15 gp 10 lbs. P or S

Sansetsukon 8 gp 3 lbs. B

Scythe 18 gp 10 lbs. P or S

Tepoztopilli 8 gp 8 lbs. P or S

Tiger fork 5 gp 8 lbs. P

Tri-point double-edged sword 12 gp 14 lbs. P

RANGED WEAPONS

Amentum — 1d4 1d6 ×2 50 ft. 1 lb. P Performance

Atlatl 2 gp 1d4 1d6 ×2 50 ft. 2 lbs. P —

Chakram 1 gp 1d6 1d8 ×2 30 ft. 1 lb. S —

Composite longbow 100 gp 1d6 1d8 ×3 110 ft. 3 lbs. P —

2350574 Composite shortbow 75 gp 1d4 1d6 ×3 70 ft. 2 lbs. P — 517417

Hunga munga 4 gp 1d4 1d6 ×2 15 ft. 3 lbs. P —

Longbow 75 gp 1d6 1d8 ×3 100 ft. 3 lbs. P —

Pilum 5 gp 1d6 1d8 ×2 20 ft. 4 lbs. P See text

Poisoned sand tube 1 gp Special Special — — 1 lb. — See text

Shortbow 30 gp 1d4 1d6 ×3 60 ft. 2 lbs. P —

Tube arrow shooter 3 gp 1d3 1d4 ×2 40 ft. 1/2 lb. P —

than the wielder, and a two-handed weapon is an object of IMPROVISED WEAPONS: Sometimes objects not crafted to 19
the same size category as the wielder. be weapons nonetheless see use in combat—commonly
bottles, chair legs, stray femurs, and that sort of thing.
Inappropriately Sized Weapons: A creature can’t make Because such objects are not designed for this use, any
optimum use of a weapon that isn’t properly sized for it. creature that uses an improvised weapon in combat
A cumulative –2 penalty applies on attack rolls for each is considered to be nonproficient with it and takes
size category of difference between the size of its intended a –4 penalty on attack rolls made with that object. To
wielder and the size of its actual wielder. If the creature determine the size category and appropriate damage
isn’t proficient with the weapon, a –4 nonproficiency for an improvised weapon, compare its relative size and
penalty also applies. damage potential to the weapon list to find a reasonable
match. An improvised weapon scores a critical threat
The measure of how much effort it takes to use a on a natural roll of 20 and deals double damage on a
weapon (whether the weapon is designated as a light, one- critical hit. An improvised thrown weapon has a range
handed, or two-handed weapon for a particular wielder) increment of 10 feet.
is altered by one step for each size category of difference
between the wielder’s size and the size of the creature for WEAPON QUALITIES
which the weapon was designed. For example, a Small
creature wields a Medium one-handed weapon as a two- Here is the format for weapon entries (given as column
handed weapon (it still takes the –2 penalty for using an headings on Tables 1–4 through 1–6 and Table 1–10).
inappropriately sized weapon). If a weapon’s designation
would be changed to something other than light, one- PRICE: This value is the weapon’s price in gold pieces (gp)
handed, or two-handed by this alteration, the creature or silver pieces (sp). The price includes miscellaneous gear
can’t wield the weapon at all. that goes with the weapon, such as a scabbard or quiver.

2350574

2350574

517418 UlTimaTe eqUipmeNT 517418
2350575 517418
Table 1–6: exotic weapons 2350575
20
LIGHT MELEE WEAPONS PRICE DMG (S) DMG (M) CRITICAL RANGE WEIGHT TYPE SPECIAL
Aklys 5 gp 1d6 1d8 ×2 Performance, trip
Dan bong 1 sp 1d2 1d3 20 ft. 2 lbs. B Blocking, monk,
19–20/×2 see text
Emei piercer 1d3 10 ft. — B See text
Fighting fan 3 gp 1d2 1d4 Distracting, monk
Kama 5 gp 1d3 1d6 19–20/×2 Monk, trip
Knuckle axe 2 gp 1d4 1d6 ×3 Monk, performance
Madu (leather/steel) 9 gp 1d4 1d4 ×2 — — P Performance
Nunchaku 40 gp/50 gp 1d3 1d6 ×3 Disarm, monk
Pata 2 gp 1d4 1d6 ×2 — — P Performance
Quadrens 14 gp 1d4 1d6 ×2 Performance
Sai 8 gp 1d4 1d4 ×3 — 2 lbs. S Disarm, monk
Scorpion whip 1 gp 1d3 1d4 Performance
Siangham 5 gp 1d3 1d6 19–20/×2 — 2 lbs. S Monk
Sica 3 gp 1d4 1d6 ×2 Performance
Swordbreaker dagger 10 gp 1d4 1d4 ×2 — 5 lbs./6 lbs. P Disarm, see text
Tekko-kagi 10 gp 1d3 1d3 ×2 Disarm, see text
Wakizashi 2 gp 1d2 1d6 ×2 — 2 lbs. B Deadly
35 gp 1d4 ×2
×2 — 3 lbs. P

18–20/×2 — 2 lbs. P

— 1 lb. B

— 3 lbs. S

— 1 lb. P

— 2 lbs. S

— 3 lbs. S

— — P

— 2 lbs. P or S

ONE-HANDED MELEE WEAPONS

Bastard sword 35 gp 1d8 1d10 19–20/×2 — 6 lbs. S —
— 8 lbs. S —
Dwarven waraxe 30 gp 1d8 1d10 ×3 — 4 lbs. S —
— 4 lbs. S Fragile
Falcata 18 gp 1d6 1d8 19–20/×3 — 7 lbs. S Disarm,
performance, trip
Great terbutje 12 gp 1d8 1d10 19–20/×2 — S Deadly
— 6 lbs. S Trip
Hooked axe 20 gp 1d6 1d8 ×3 — 8 lbs. B Blocking, distracting,
3 lbs. monk, trip
— S —
— S —
Katana 50 gp 1d6 1d8 18–20/×2 — 6 lbs. P Performance
— 2 lbs. B or P Double
Khopesh 20 gp 1d6 1d8 19–20/×2 — 3 lbs. S Monk, trip
— 8 lbs. S Distracting
Nine-section whip 8 gp 1d6 1d8 19–20/×2 10 ft. 3 lbs. B Disarm
— 6 lbs. S Disarm, nonlethal,
3 lbs. reach, trip
2 lbs.
Rhoka sword 25 gp 1d6 1d8 18–20/×2

Sawtooth sabre 35 gp 1d6 1d8 19–20/×2

Shotel 30 gp 1d6 1d8 ×3

Taiaha 10 gp 1d8/1d4 1d10/1d6 ×2/×3

Temple sword 30 gp 1d6 1d8 19–20/×2

Urumi 30 gp 1d6 1d8 18–20/×2

Wahaika 3 gp 1d4 1d6 ×2

Whip 1 gp 1d2 1d3 ×2



TWO-HANDED MELEE WEAPONS

Bo staff 1 gp 1d4 1d6 ×2 — 3 lbs. B Blocking, double, monk
— 13 lbs. P and S Trip
Chain spear 15 gp 1d4/1d4 1d6/1d6 ×2 — 10 lbs. Disarm, double, trip
— 6 lbs. B Double
Dire flail 90 gp 1d6/1d6 1d8/1d8 ×2 — 4 lbs. B Double, monk,
S reach, trip
Double walking stick katana 50 gp 1d4/1d4 1d6/1d6 ×3 — Brace, double
— 12 lbs. P or S —
Double-chained kama 8 gp 1d4/1d4 1d6/1d6 ×2 — 7 lbs. S Performance, reach
— 12 lbs. S Double, trip
10 ft. 6 lbs. B or P Grapple, see text
— 16 lbs. P Double, grapple,
Dwarven urgrosh 50 gp 1d6/1d4 1d8/1d6 ×3 3 lbs. S or B monk, reach, trip

Elven curve blade 80 gp 1d8 1d10 18–20/×2

Flying blade 40 gp 1d10 1d12 ×3

Gnome hooked hammer 20 gp 1d6/1d4 1d8/1d6 ×3/×4

Harpoon 5 gp 1d6 1d8 ×3

Kusarigama 12 gp 1d2/1d4 1d3/1d6 ×2



2350575

517419

517419

ARMS AND ARMOR

ARMOR

TWO-HANDED MELEE PRICE DMG (S) DMG (M) CRITICAL RANGE WEIGHT TYPE SPECIAL WEAPONS
WEAPONS (CONT.) ×2 20 ft. 1 lb. S or P Disarm, grapple, SPECIAL
Kyoketsu shoge 6 gp 1d3 1d4 monk, reach
— 10 lbs. Reach, see text MATERIALS
Mancatcher ×2 — 10 lbs. P Reach, trip
Meteor hammer ×3 — 15 lbs. B Double
Orc double axe 15 gp 1 1d2 ×3 — 7 lbs. S Disarm, monk
Seven-branched sword ×2 — 10 lbs. S Disarm, trip
Spiked chain 10 gp 1d6 1d8 ×4 — 10 lbs. P —
Tetsubo — 10 lbs. B Double
Two-bladed sword 60 gp 1d6/1d6 1d8/1d8 19–20/×2 — S

50 gp 1d8 1d10

25 gp 1d6 2d4

20 gp 1d8 1d10

100 gp 1d6/1d6 1d8/1d8

RANGED WEAPONS

Bolas 5 gp 1d3 1d4 ×2 10 ft. 2 lbs. B Nonlethal, trip

Boomerang 3 gp 1d4 1d6 ×2 30 ft. 3 lbs. B See text

Double crossbow 300 gp 1d6 1d8 19–20/×2 80 ft. 18 lbs. P See text

Halfling sling staff 20 gp 1d6 1d8 ×3 80 ft. 3 lbs. B —

Hand crossbow 100 gp 1d3 1d4 19–20/×2 30 ft. 2 lbs. P —

Kestros 1 gp 1d6 1d8 ×3 50 ft. 1 lb. P —

Lasso 1 sp — — — — 5 lbs. — See text

Net 20 gp — — — 10 ft. 6 lbs. — See text

Repeating hand crossbow 800 gp 1d3 1d4 19–20/×2 30 ft. 4 lbs. P —

Repeating heavy crossbow 400 gp 1d8 1d10 19–20/×2 120 ft. 12 lbs. P —

Repeating light crossbow 250 gp 1d6 1d8 19–20/×2 80 ft. 6 lbs. P —

Rope dart 1 gp 1d3 1d4 ×2 20 ft. — P Blocking, distracting,

monk

Shuriken (5) 1 gp 1 1d2 ×2 10 ft. 1/2 lb. P Monk

Snag net 2350576 30 gp — — — 10 ft. 10 lbs. P Trip, see text 517419

Throwing shield +50 gp 1d4 1d6 ×2 20 ft. — B Performance, trip

This price is the same for a Small or Medium version damage. Some double weapons’ heads deal triple and 21
of the weapon. A Large version costs twice the listed price. quadruple damage on a critical hit.

DMG: These columns give the damage dealt by the 19–20/×2: The weapon scores a threat on a natural roll
weapon on a successful hit. The column labeled “Dmg (S)” of 19 or 20 (instead of just 20) and deals double damage
is for Small weapons. The column labeled “Dmg (M)” is for on a critical hit. Some weapons score a threat on a natural
Medium weapons. If two damage ranges are given in the 18 as well, or deal triple instead of double damage on a
same column, then the weapon is a double weapon. Use the critical hit.
second damage figure given for the double weapon’s extra
attack. Table 1–8: Tiny and Large Weapon Damage gives RANGE: Any attack at more than this distance is penalized
weapon damage values for Tiny and Large weapons. for range. Beyond this range, the attack takes a cumulative
–2 penalty for each full range increment (or fraction
CRITICAL: The entry in this column notes how the weapon thereof ) of distance to the target. For example, a dagger
is used with the rules for critical hits. When your character (with a range of 10 feet) thrown at a target that is 25 feet
scores a critical hit, roll the damage two, three, or four times, away would incur a –4 penalty. A thrown weapon has a
as indicated by its critical multiplier (using all applicable maximum range of five range increments. A projectile
modifiers on each roll), and add all the results together. weapon can shoot up to 10 range increments.

Extra damage over and above a weapon’s normal damage WEIGHT: This column gives the weight of a Medium
(such as sneak attack damage or bonus damage from the version of the weapon. Halve this number for Small
f laming weapon quality) is not multiplied when you score weapons; double it for Large weapons. Some weapons have
a critical hit. a special weight. See the weapon’s description for details.

×2: The weapon deals double damage on a critical hit. TYPE: Weapons are classified according to the type of
Some weapons deal triple or quadruple damage. damage they deal: B for bludgeoning, P for piercing, or S
for slashing. Some monsters may be resistant or immune
×2/×3: One head of this double weapon deals double to attacks from certain types of weapons.
damage on a critical hit. The other head deals triple

2350576

2350576

517420 UlTimaTe eqUipmeNT 517420
2350577 517420
Table 1–7: Ammunition PRICE WEIGHT Distracting: You gain a +2 bonus on Bluff skill checks to 2350577
22 1 gp 3 lbs. feint in combat while wielding this weapon.
ITEM 1 gp 2 lbs.
Arrows (20) 1 gp 1/2 lb. Double: You can use a double weapon to fight as if
Atlatl dart 5 sp — fighting with two weapons, but if you do, you incur all the
Bamboo shaft arrows (10) 2 gp 3 lbs. normal attack penalties associated with fighting with two
Blowgun darts (10) 1 gp 1 lb. weapons, just as if you were using a one-handed weapon
Blunt arrows (20) 2 gp 3 lbs. and a light weapon. You can choose to wield one end of
Crossbow bolts (10) 5 gp 5 lbs. a double weapon two-handed, but it cannot be used as a
Flight arrows (20) 1 gp 1 lb. double weapon when wielded in this way—only one end of
Kestros dart (10) 1 sp 5 lbs. the weapon can be used in any given round.
Repeating crossbow bolts (5) 10 gp —
Sling bullets (10) 2 gp 3 lbs. Fragile: Fragile weapons cannot take the beating that
Smoke arrow sturdier weapons can. A fragile weapon gains the broken
Whistling arrows (20) condition if the wielder rolls a natural 1 on an attack roll
with the weapon. If a fragile weapon is already broken,
Table 1–8: Tiny and Large Weapon Damage the roll of a natural 1 destroys it instead. Masterwork and
magical fragile weapons lack these f laws unless otherwise
MEDIUM WEAPON TINY WEAPON LARGE WEAPON noted in the item description.
DAMAGE DAMAGE DAMAGE
— 1d3 If a weapon gains the broken condition in this way,
1d2 1 1d4 that weapon is considered to have taken damage equal
1d3 1d2 1d6 to half its hit points +1. This damage is repaired either
1d4 1d3 1d8 by something that addresses the effect that granted the
1d6 1d4 2d6 weapon the broken condition (like quick clear in the case
1d8 1d6 2d8 of firearm misfires or the Field Repair feat from Ultimate
1d10 1d8 3d6 Combat) or by the repair methods described in the broken
1d12 1d4 2d6 condition (Core Rulebook 566). When an effect that grants
2d4 1d8 3d6 the broken condition is removed, the weapon regains the
2d6 1d10 3d8 hit points it lost when the broken condition was applied.
2d8 2d6 4d8 Damage done by an attack against a weapon (such as from
2d10 a sunder combat maneuver) cannot be repaired by an effect
that removes the broken condition.
Some weapons deal damage of multiple types. If a
weapon causes two types of damage, the type it deals is not Grapple: On a successful critical hit with a weapon of
half one type and half another; rather, all damage caused this type, you can attempt a combat maneuver check to
is considered to be of both types. Therefore, a creature grapple your opponent as a free action. This grapple
would have to be immune to both types of damage to attempt does not provoke an attack of opportunity
ignore any of the damage caused by such a weapon. from the creature you are attempting to grapple if that
creature is not threatening you. While you grapple
In other cases, a weapon can deal either of two types the creature using a grappling weapon, you can only
of damage. In a situation where the damage type is move or damage the creature on your turn. You are
significant, the wielder can choose which type of damage to still considered grappled, though you do not have to be
deal with such a weapon. For example, the damage caused adjacent to the creature to continue the grapple. If you
by a dagger depends on whether the wielder is thrusting to move far enough away that the creature you’re grappling
deal piercing damage or slicing to deal slashing damage. is no longer within the weapon’s reach, you end the
grapple with that action.
SPECIAL: Some weapons have special features in addition
to those noted in their descriptions. Monk: A monk weapon can be used by a monk to perform
a f lurry of blows (see Monk, Core Rulebook 56).
Blocking: When you use this weapon to fight defensively,
you gain a +1 shield bonus to AC. Nonlethal: These weapons deal nonlethal damage (Core
Rulebook 191).
Brace: If you use a readied action to set a brace weapon
against a charge, you deal double damage on a successful Performance: When wielding this weapon, if an attack
hit against a charging creature (Core Rulebook 203). or combat maneuver made with this weapon prompts a
performance combat check (Ultimate Combat 154), you gain
Deadly: When you use this weapon to deliver a coup de a +2 bonus on that check.
grace, it gains a +4 bonus to damage when calculating the
DC of the Fortitude saving throw to see whether the target Reach: You can use a reach weapon to strike opponents 10
of the coup de grace dies from the attack. The bonus is not feet away, but you can’t use it against an adjacent foe.
added to the actual damage of the coup de grace attack.
Trip: When you use a trip weapon to make a trip attack,
Disarm: When you use this weapon, you get a +2 bonus on if you are tripped during your own trip attempt, you can
combat maneuver checks to disarm an enemy. drop the weapon to avoid being tripped.

2350577

517421

517421

ARMS AND ARMOR

WEAPON DESCRIPTIONS two hands and provokes attack s of oppor tunity. The Rapid ARMOR
Reload feat can be taken for atlatls, allowing you to load a WEAPONS
The weapons found on Tables 1–4, 1–5, and 1–6 are described dart as a free action.
below. Splash weapons are described under Alchemical SPECIAL
Weapons in Chapter Two. PRICE 1 GP MATERIALS
TYPE ammunition
Weapons in this book are listed alphabetically by their ATLATL DART
full names. In some cases, this may mean the weapon is
listed in a different way than it was in the Core Rulebook. An atlatl dart is the equivalent of a javelin except it has
For example, the orc double axe is listed alphabetically fletching. If thrown without an atlatl, treat it as a javelin.
in this book as “orc double axe” rather than “axe, orc
double” as in the Core Rulebook. This should help make BAMBOO SHAFT ARROW PRICE 1 GP (10)
finding weapons easier, especially for weapons with TYPE ammunition
complex names like “bamboo shaft arrow” and “tri-
point double-edged sword.” These foot-long arrows are used as ammunition for arrow
tubes. As an improvised melee weapon, they deal damage
A few weapons had their names altered to be consistent equivalent to that of a spiked gauntlet. They come in a bamboo
with how other weapons are named; for example, the Core tube that holds 10 shafts.
Rulebook has “f lail” and “heavy f lail,” but in this book
they’re called “light f lail” and “heavy f lail.” BARDICHE: PRICE 13 GP
TYPE martial

AKLYS PRICE 5 GP
TYPE exotic

The aklys is a hooked throwing club with

a 20-foot-long cord, usually of woven The crescent axe-blade of this polearm is attached to the

leather; you can retrieve the aklys after haft at two points: the center of the blade attaches to a

throwing it as a move action. The hook socket at the top of the haft, and the lower point of the

allows you to make trip attacks at range. blade attaches to a secondary mount point. The blade is

Some aklyses have holes drilled through often very long, sometimes almost as long as the haft. You

them and whistle when flung. gain a +2 bonus to your CMD to resist sunder attempts made

2350578 against a bardiche. 517421

AMENTUM PRICE — BASTARD SWORD PRICE 35 GP
TYPE martial TYPE exotic

An amentum is a long leather thong that attaches to a

standard javelin. Before throwing, the amentum is wound

about the javelin’s shaft. You then throw the javelin while

gripping the amentum, imparting spin on the weapon and

greatly improving its range. Attaching an amentum to a A bastard sword is about 4 feet in length, making it too large

javelin is a move action, and winding it is a full-round action. to use in one hand without special training; thus, it is an

Javelins can be stored with amenta already wound about exotic weapon. You can use a bastard sword two-handed as

them. A javelin wound with an amentum is considered a a martial weapon.

martial weapon. PRICE 1 GP (20) BATTLE ASPERGILLUM PRICE 5 GP
TYPE ammunition TYPE simple
ARROWS
Named for the common aspergillum, a macelike tool used by

An arrow used as a melee weapon is treated as a light priests to sprinkle holy water, this light mace has a hollow

improvised weapon (–4 penalty on attack rolls) and deals head and a metal plug closing off the hole through which the

damage as a dagger of its size (critical multiplier ×2). Arrows head is filled. When the mace strikes a creature, holy water

come in a leather quiver that holds 20 arrows. sprinkles out through tiny holes throughout the weapon’s

ATLATL PRICE 2 GP head; creatures subject to damage from holy water take 1
TYPE martial point of damage in addition to the normal effect of being
struck by the mace (a nonmagical aspergillum can deal holy

This Stone Age weapon is a thin piece of wood or antler water damage to an incorporeal creature in this manner,

used as a lever to hurl a specially fitted dart. An atlatl gives even if the mace itself deals no damage). After 5 hits, the

much greater range to a dart, but must be loaded like a battle aspergillum is empty and needs to be refilled. Filling

projectile weapon. Your Strength modifier applies to it with holy water is a standard action that provokes attacks

damage rolls when you use an atlatl, just as it does for of opportunity (like drinking a potion). A filled aspergillum

thrown weapons. You can fire—but not load—an atlatl with is normally carried upright, to prevent the holy water from

one hand. Loading an atlatl is a move action that requires leaking out as the weapon moves. 23

2350578

2350578

517422 UlTimaTe eqUipmeNT 517422
2350579 517422
BATTLEAXE PRICE 10 GP BLUNT ARROWS PRICE 2 GP (20) 2350579
24 BAYONET TYPE martial TYPE ammunition

The handle of this axe is long enough These arrows have rounded wooden tips that deal bludgeoning
that you can wield it one-handed or
two-handed. The head may have damage rather than piercing. An archer can use a blunt arrow
one blade or two, with blade shapes
ranging from half-moons to squared to deal nonlethal damage (at the normal –4 attack penalty for
edges like narrower versions of using a lethal weapon to deal nonlethal damage).
woodcutting axes. The wooden haft
may be protected and strengthened BO STAFF PRICE 1 GP
with metal bands called langets. TYPE exotic

PRICE 5 GP Similar to a quarterstaff, only more slender and tapered at one
TYPE simple end, the bo staff is both a defensive device and a weapon.

BOAR SPEAR PRICE 5 GP
TYPE simple

Bayonets are close combat weapons designed to fit into the This spear has a metal crossbar to protect you against onrushing
grooves or muzzles of crossbows and firearms. They allow attackers. If you ready a boar spear against a charge and your
you to make melee attacks with these weapons but render attack hits, you gain a +2 shield bonus to your AC against that
them temporarily useless as ranged weapons. Attaching or creature until your next turn.
removing a bayonet is a move action.

BEC DE CORBIN PRICE 15 GP BOLAS PRICE 5 GP
TYPE martial TYPE exotic

The bec de corbin is a polearm very similar to the lucerne A bolas is a pair of wooden, stone, or
hammer, but the hammer head is slightly blunter and the metal weights connected by a thin rope
spike is stouter and more hooked. You primarily attack with or cord. You can whirl and throw this
the spike. You gain a +2 bonus on combat maneuver checks to weapon to make a ranged trip attack
sunder medium or heavy armor with a bec de corbin. against an opponent. You can’t be
tripped during your own trip attempt
BILL PRICE 11 GP when using a bolas.
TYPE martial

BOOMERANG PRICE 3 GP
TYPE exotic

The blade of this polearm is a curved or hooked chopping blade The boomerang is primarily a hunting tool, but it is not
with a spiked projection on the back of the blade. The spike is uncommon for these versatile thrown weapons to be carried
commonly used to block and parry. When fighting defensively into battle. A boomerang is made of wood and is flat, with
or with full defense, this weapon gives you a +1 shield bonus a long haft, a pronounced forward curve, and a sharp
to AC. A mounted opponent hit by a bill takes a –1 penalty on backward bend at the head. A hunting boomerang does not
his Ride check to stay mounted. fly in a returning path.

BLOWGUN PRICE 2 GP
TYPE simple

BRASS KNUCKLES PRICE 1 GP
TYPE simple

Blowguns are generally used to deliver debilitating (but rarely These weapons fit snugly around the
fatal) poisons from a distance. They are nearly silent when knuckles and allow you to deal lethal
fired. For a list of appropriate poisons, see Poisons on page 110. damage with an unarmed strike. You
may hold, but not wield, a weapon or
BLOWGUN DARTS PRICE 5 SP (10) other object in a hand wearing brass
TYPE ammunition knuckles. You may cast a spell with a
somatic component while wearing brass knuckles if you make
The thin, light darts used in a blowgun are usually made of a successful concentration check (DC 10 + the level of the spell
hardwood with a stabilizing fletching of down or fur. A dart is you’re casting). Monks are proficient with brass knuckles. Brass
usually loaded from the back end just before firing. knuckles can’t be disarmed.

2350579

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517423

ARMS AND ARMOR

BUTTERFLY SWORD PRICE 20 GP (2) a –1 penalty on your attack roll with the weapon and must ARMOR
TYPE martial succeed at a DC 15 Reflex save or cut yourself on the blade WEAPONS
(half damage, no Strength modifier). You do not need to make
These short matching swords come in pairs, this save if wearing heavy armor. SPECIAL
cleverly nested together to appear as a single MATERIALS
blade. Both weapons can be drawn at the
same time, and they can be separated as a CLUB PRICE —
free action and wielded in both hands to make TYPE simple
wickedly effective chops and slashes. Their
thin, broad blades extend just 1 foot in length. This weapon is usually just a shaped piece of wood, sometimes
A butterfly sword has a hardwood grip covered with a few nails or studs embedded in it.
with braided cord, and a metal D-shaped
guard to protect the wielder’s hand. The listed price is for a pair COMPOSITE LONGBOW PRICE 100 GP
of butterfly swords. Masterwork butterfly swords cost 320 gp for TYPE martial
the pair. If you add magical enhancement bonuses or properties
to a butterfly sword, treat each sword in the pair as a separate
weapon (for example, adding a +1 magical enhancement bonus
to a pair of masterwork butterfly swords costs 4,000 gp).

CESTUS PRICE 5 GP You need at least two hands to use a bow, regardless of its
TYPE simple

The cestus is a glove of leather or thick cloth size. You can use a composite longbow while mounted. All

that covers the wielder from mid-finger to composite bows are made with a particular strength rating

mid-forearm. The close combat weapon is (that is, each requires a minimum Strength modifier to use

reinforced with metal plates over the fingers it with proficiency). If your Strength modifier is less than the

and often lined with wicked spikes along the strength rating of the composite bow, you can’t effectively

backs of the hands and wrists. While wearing use it, so you take a –2 penalty on attacks with it. The default

a cestus, you are considered armed and your composite longbow requires a Strength modifier of +0 or higher

2350580 unarmed attacks deal lethal damage. If you to use with proficiency. A composite longbow can be made 517423

are proficient with a cestus, you can have with a high strength rating to take advantage of an above-

your unarmed strikes deal bludgeoning or piercing damage. average Strength score; this feature allows you to add your

Monks are proficient with the cestus. When using a cestus, your Strength modifier on damage rolls, up to the maximum bonus

fingers are mostly exposed, allowing you to wield or carry items indicated for the bow. Each point of Strength bonus granted by

in that hand, but the constriction of the weapon at your knuckles the bow adds 100 gp to its cost. If you have a negative modifier

gives you a –2 penalty on all precision-based tasks involving that due to low Strength, apply it to damage rolls when you use a

hand (such as opening locks). A cestus can’t be disarmed. composite longbow. A composite longbow fires arrows.

CHAIN SPEAR PRICE 15 GP For the purposes of Weapon Proficiency and similar feats, a
TYPE exotic composite longbow is treated as if it were a longbow.

This vicious weapon is often used in COMPOSITE SHORTBOW PRICE 75 GP
gladiatorial events due to its versatility. TYPE martial

The body of the weapon is a standard short

spear, primarily used for thrusting. The butt

of the spear is fitted with a length of chain,

often spiked, with a hook at the end. The

hook and chain may be used to make trip You need at least two hands to use a bow, regardless of its

attacks. If your trip attack fails by 10 or size. You can use a composite shortbow while mounted. All

more, you may drop the chain spear to avoid being knocked prone. composite bows are made with a particular strength rating

CHAKRAM PRICE 1 GP (that is, each requires a minimum Strength modifier to use with
TYPE martial proficiency). If your Strength modifier is lower than the strength
rating of the composite bow, you can’t effectively use it, so

The chakram is a simple, elegant, and you take a –2 penalty on attacks with it. The default composite

highly portable thrown weapon. It is a shortbow requires a Strength modifier of +0 or higher to use

flat, open-centered metal discus with with proficiency. A composite shortbow can be made with a high

a sharpened edge. You can wield the strength rating to take advantage of an above-average Strength

chakram as a melee weapon, but it is score; this feature allows you to add your Strength modifier on

not designed for such use; you take damage rolls, up to the maximum bonus indicated for the bow. 25

2350580

2350580

517424 UlTimaTe eqUipmeNT 517424
2350581 517424
Each point of Strength bonus granted by the bow adds 75 gp DOGSLICER PRICE 8 GP 2350581
26 to its cost. you have a negative modifier due to low Strength, TYPE martial
apply it to damage rolls when you use a composite shortbow. A
composite shortbow fires arrows. This short, curved blade was created by goblins, who often drill
numerous holes into it in an attempt to reduce its weight. Most
For the purposes of Weapon Proficiency, Weapon Focus, dogslicers are sized for Small creatures.
and similar feats, a composite shortbow is treated as if it
were a shortbow.

CROSSBOW BOLTS PRICE 1 GP (10)
TYPE ammunition

A crossbow bolt used as a melee DOUBLE CHICKEN SABER PRICE 12 GP
weapon is treated as a light TYPE martial
improvised weapon (–4 penalty on
attack rolls) and deals damage as a The tip of this 3-foot-long, straight-bladed sword is bent into
dagger of its size (critical multiplier two staggered, opposing sharpened spurs that can be used to
×2). Bolts come in a case or quiver pull weapons from an opponent’s hands.
that holds 10 bolts. All crossbows
except repeating crossbows use these
kinds of crossbow bolts, which are
sometimes called “quarrels.”

DAGGER PRICE 2 GP DOUBLE CROSSBOW PRICE 300 GP
TYPE simple TYPE exotic

A dagger is a fighting knife. This heavy weapon fires a pair
Its blade is usually less than of iron-tipped bolts with a single
1 foot long, and can be squeeze of the trigger. Because
curved or straight, with one edge or two. Dagger designs vary of its size and weight, you take
widely, and can have many different names (such as a thrusting a –4 penalty on your attack roll if
dagger being called a “dirk”). You get a +2 bonus on Sleight you’re proficient with it, or –8 if
of Hand skill checks made to conceal a dagger on your body. you’re not. If the attack hits, the
target takes damage from both
DAN BONG PRICE 1 SP bolts. Critical hits, sneak attack
TYPE exotic damage, and other precision-based damage apply to only the
first bolt. Reloading one bolt is a standard action; the Rapid
These short, blunt sticks are held in Reload feat reduces this to a move action. Crossbow Mastery
the hands to enhance unarmed martial (Advanced Player’s Guide) allows you to reload both bolts as a
techniques and secured by a cord move action. A double crossbow fires crossbow bolts.
looped over the thumb. They provide
the wielder with the ability to lock an DOUBLE WALKING STICK KATANA PRICE 50 GP
opponent and target pressure points, TYPE exotic
granting you a +2 bonus on combat
maneuver checks to grapple. This single case conceals a pair of matched fighting swords

PRICE 5 SP perfectly balanced to be wielded as a pair. Despite their name,
TYPE simple
DART the blades more closely resemble the shorter wakizashi. When

This thrown weapon is larger than an arrow and shorter than a the blades are concealed in their case, this weapon can be
javelin, with a weighted tip and a shorter range than a javelin. used as a quarterstaff.
Most darts are wooden shafts with a thick metal point.
DOUBLE-CHAINED KAMA PRICE 8 GP
TYPE exotic

DIRE FLAIL PRICE 90 GP This weapon comprises a pair of kama connected with an
TYPE exotic 8-foot length of chain. The wielder can attack as if armed
with a single kama in each hand or extend the chain
A dire flail consists of two spheres of spiked iron dangling to make a single reach attack. By swinging the chain,
from chains at opposite ends of a long haft. This weapon the wielder can whip the kama about to disarm or trip
excels at short but powerful strikes, and is typically swung in opponents. Furthermore, if one of the weapons is dropped,
a constant churning motion. The wielder of a dire flail must the wielder can retrieve it as a free action by pulling on
have great strength, both to use the weapon effectively and the chain.
to keep from tiring out.

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517425

ARMS AND ARMOR

DWARVEN URGROSH PRICE 50 GP EMEI PIERCER PRICE 3 GP ARMOR
TYPE exotic TYPE exotic WEAPONS

A dwarven urgrosh is a double weapon— SPECIAL
an axe head and a spear point on MATERIALS
opposite ends of a long haft. The
urgrosh’s axe head is a slashing weapon This weapon is used to augment unarmed martial techniques.
that deals 1d8 points of damage. Its It consists of an 8- to 10-inch-long, dual-pointed steel spike
spear head is a piercing weapon that set on swivels and mounted on a ring, so that it can be spun
deals 1d6 points of damage. You can use around at high speeds when slipped over the wielder’s ring
either head as the primary weapon; the finger. The ring prevents the wielder from being disarmed and
other becomes the off-hand weapon. If turns unarmed strikes into piercing attacks.
you use an urgrosh against a charging
character, the spear head is the part FALCATA PRICE 18 GP
of the weapon that deals damage. Dwarves treat dwarven TYPE exotic
urgroshes as martial weapons.

DWARVEN WARAXE PRICE 30 GP This heavy blade has a single sharp edge, concave at the bottom
TYPE exotic

A dwarven waraxe has a large, ornate and convex at the top, with a hook-shaped hilt. Its shape

head mounted on a thick handle, distributes the weight to give it the momentum of an axe with

making it too large to use in one the cutting edge of a sword, much like a larger version of a kukri.

hand without special training; thus, The hooked hilt is sometimes carved to resemble the head of a

it is an exotic weapon. A Medium horse or bird of prey, and may have a thin chain stretched across

character can use a dwarven waraxe its opening, acting as a partial guard for the hand and fingers.

two-handed as a martial weapon, or a FALCHION PRICE 75 GP
Large creature can use it one-handed TYPE martial
in the same way. A dwarf treats a

2350582 dwarven waraxe as a martial weapon 517425

even when using it in one hand.

EARTH BREAKER PRICE 40 GP This sword has one curved, sharp edge like a scimitar, with the
TYPE martial back edge unsharpened and either flat or slightly curved. Its
weight is greater toward the end, making it better for chopping
The crude metal of this massive hammer’s rather than stabbing.
head ends in multiple blunt spikes that
help concentrate the force of a powerful FIGHTING FAN PRICE 5 GP
swing down into a smaller, more focused TYPE exotic
area, allowing it to smash through armor
with greater ease. Due to the tremendous Made to resemble a courtier’s
size and weight of its head, an earth fan, this device consists of
breaker is poorly balanced, and requires silk paper stretched and
two hands to properly lift and control. folded over a folding frame of
hardened steel. Folding fans
ELVEN CURVE BLADE PRICE 80 GP are typically wielded in pairs using a technique that distracts the
TYPE exotic opponent. The fans sport sharp tips, which can be poisoned.
For a list of appropriate poisons, see Poisons on page 110.

FLIGHT ARROWS PRICE 2 GP (20)
TYPE ammunition

Essentially a longer version of a scimitar, but with a thinner These arrows have light shafts and special fletching to give 27
blade, the elven curve blade is exceptionally rare. You receive them greater range. A flight arrow’s range increment is 20 feet
a +2 circumstance bonus to your CMD whenever a foe attempts greater with longbows and 10 feet greater with shortbows.
to sunder your elven curve blade because of its flexible metal. They deal damage as if one size category smaller.

You can use the Weapon Finesse feat to apply your Dexterity
modifier instead of your Strength modifier on attack rolls with
an elven curve blade that is sized for you, even though it isn’t
a light weapon.

2350582

2350582

517426 UlTimaTe eqUipmeNT 517426
2350583 517426
FLYING BLADE PRICE 40 GP multiplier ×4). You can use either head as the primary weapon. 2350583
28 TYPE exotic Gnomes treat hooked hammers as martial weapons.

A flying blade is a large, crescent-shaped blade anchored GREAT TERBUTJE PRICE 12 GP
to a 10-foot chain. You fight with a flying blade by spinning TYPE exotic
it about your head or by snapping it toward an opponent.
Because the flying blade is a clumsy weapon, you receive a This Stone Age weapon is a 4-foot-long version of the terbutje.
–2 penalty on attack rolls with it, but when you make attacks It is too large to use in one hand without special training;
of opportunity provoked by movement, you receive a +2 thus, it is an exotic weapon. You can use a great terbutje two-
bonus on attack rolls instead of the penalty. handed as a martial weapon.

GAUNTLET PRICE 2 GP GREATAXE PRICE 20 GP
TYPE simple TYPE martial

This metal glove lets you deal lethal This two-handed battle axe is heavy
damage rather than nonlethal damage enough that you can’t wield it with
with unarmed strikes. A strike with one hand. The head may have one
a gauntlet is otherwise considered blade or two, and may be “bearded”
an unarmed attack. The cost and (meaning hooked or trailing at the
weight given are for a single gauntlet. bottom) to increase cleaving power
Medium and heavy armors (except and help pull down enemy shields.
breastplates) come with gauntlets. The haft is usually 3 to 4 feet long.
Your opponent cannot use a disarm
action to disarm you of gauntlets. GREATCLUB PRICE 5 GP
TYPE martial
GLADIUS PRICE 15 GP
TYPE martial This larger, bulkier version of the
common club is heavy enough that
The gladius is the favorite sword of gladiators, with a heavier you can’t wield it with one hand. It
blade than the standard shortsword. Feats and abilities that may be ornate and carved, reinforced
affect shortswords apply to the gladius. with metal, or a simple branch from
a tree. Like simple clubs, greatclubs
GLAIVE PRICE 8 GP have many names, such as cudgels,
TYPE martial bludgeons, shillelaghs, and more.

A glaive is composed of a simple blade mounted on the end GREATSWORD PRICE 50 GP
of a pole about 7 feet in length. TYPE martial

GLAIVE-GUISARME PRICE 12 GP
TYPE martial

This immense two-handed sword is about 5 feet in length. A
greatsword may have a dulled lower blade that can be gripped.

This polearm combines the blade of a glaive with a wicked GUISARME PRICE 9 GP
hook. A mounted opponent hit by a glaive-guisarme takes a –2 TYPE martial
penalty on her Ride check to stay mounted.

GNOME HOOKED HAMMER PRICE 20 GP A guisarme is an 8-foot-long shaft with a blade and a hook
TYPE exotic mounted at the tip.

A gnome hooked hammer is a double HALBERD PRICE 10 GP
weapon—an ingenious tool with TYPE martial
a hammer head at one end of its
haft and a long, curved pick at the A halberd is similar to a 5-foot-long spear, but it also has a
other. The hammer’s blunt head is a small, axelike head mounted near the tip.
bludgeoning weapon that deals 1d6
points of damage (critical multiplier
×3). Its hook is a piercing weapon that
deals 1d4 points of damage (critical

2350583

517427

517427

ARMS AND ARMOR

HALFLING SLING STAFF PRICE 20 GP HEAVY CROSSBOW PRICE 50 GP ARMOR
TYPE exotic TYPE simple WEAPONS

Made from a specially designed sling You draw a heavy crossbow SPECIAL
attached to a short club, a halfling sling back by turning a small winch. MATERIALS
staff can be used by a proficient wielder to Loading a heavy crossbow is a
devastating effect. Your Strength modifier full-round action that provokes
applies to damage rolls when you use attacks of opportunity. A heavy
a halfling sling staff, just as it does for crossbow fires crossbow bolts.
thrown weapons. You can fire, but not Normally, operating a heavy crossbow requires two
load, a halfling sling staff with one hand. hands. However, you can shoot, but not load, a heavy
Loading a halfling sling staff is a move action that requires two crossbow with one hand at a –4 penalty on attack rolls. You
hands and provokes attacks of opportunity. can shoot a heavy crossbow with each hand, but you take a
A halfling sling staff fires bullets. You can hurl ordinary penalty on attack rolls as if attacking with two one-handed
stones with a halfling sling staff, but stones are not as dense weapons. This penalty is cumulative with the penalty for
or as round as bullets. Thus, such an attack deals damage as one-handed firing.
if the weapon were designed for a creature one size category
smaller than you and you take a –1 penalty on attack rolls. HEAVY FLAIL PRICE 15 GP
A halfling sling staff can be used as a simple weapon that TYPE martial
deals bludgeoning damage equal to that of a club of its size.
Halflings treat halfling sling staves as martial weapons. Similar to a light flail, a heavy flail has a larger metal ball and
a longer handle.

HAND CROSSBOW PRICE 100 GP HEAVY MACE PRICE 12 GP
TYPE exotic TYPE simple

You can draw a hand A heavy mace has a larger head and a longer handle than a

crossbow back by hand. light mace.

Loading a hand crossbow PRICE 8 GP

HEAVY PICK2350584
is a move action that TYPE martial

provokes attacks of 517427

opportunity. A hand crossbow fires standard crossbow bolts, This variant of the

like those used by light and heavy crossbows. light pick has a longer

You can shoot, but not load, a hand crossbow with one handle and can be used

hand at no penalty. You can shoot a hand crossbow with each with one or two hands.

hand, but you take a penalty on attack rolls as if attacking It is a common, inexpensive weapon for mounted soldiers since

with two light weapons. it can be used effectively from horseback.

HANDAXE PRICE 6 GP HEAVY SHIELD PRICE 7 GP/20 GP
TYPE martial TYPE martial

This one-handed axe is You can bash with a heavy shield instead of using it for defense.
short (roughly 1 foot long) The shield entries for heavy shields appear on page 11.
and designed for use with
one hand. Unlike throwing axes, it is not well balanced for a HOOKED AXE PRICE 20 GP
graceful tumbling motion, and is instead heavier at its head. TYPE exotic
Tomahawks, war hatchets, and other such names usually refer
to hand axes. The hooked end of this axe’s blade can be used to disarm
foes or pull them off balance. A hooked axe can be used as
PRICE 5 GP a martial weapon (in which case it functions like a battleaxe).
TYPE exotic
HARPOON HOOKED LANCE PRICE 3 GP
TYPE martial

A harpoon is a barbed spear with an attached rope 50 feet This slender, 10-foot-long polearm has an added hook 29
or less in length. Most harpoons have metal points, but some protruding from the head that is used to snag the clothing and
use ivory or are made entirely of wood. If you are proficient armor of opponents. A hooked lance, unlike a lance, can’t be
with the harpoon, it is a grappling weapon. A harpoon’s weight wielded in one hand while mounted and doesn’t deal extra
includes 10 pounds for the weight of 50 feet of hemp rope. The damage if used while mounted.
weight can be reduced by using shorter or lighter rope. If you
are not proficient with a harpoon, treat it like a spear.

2350584

2350584

517428 517428
517428
UlTimaTe eqUipmeNT 2350585

HORSECHOPPER PRICE 10 GP KATANA PRICE 50 GP
TYPE martial TYPE exotic

Crafted by goblins for battling horses, this weapon is essentially Specifically constructed for samurai, katanas employ multiple
a long-handled halberd with an enlarged hook on the blade. types of steel combined in a distinctive forging process. The
Most horsechoppers are sized for Small creatures. result are swords noted for their wickedly sharp yet slender,
gently curved blades, designed to make graceful hacking
HUNGA MUNGA PRICE 4 GP strokes capable of severing opponents’ heads and limbs.
TYPE martial Though finely balanced, these blades are difficult to master.
Characters can use a katana two-handed as a martial weapon,
Also called a mambele, danisco, but must take the Exotic Weapon Proficiency (katana) feat to
goleyo, njiga, or any of many lesser- use it one-handed.
known names, this three-bladed
dagger is intended for throwing but KERAMBIT PRICE 2 GP
can be used as a melee weapon. TYPE martial
Though the basic three-blade design
is most common, hunga mungas This small, curved pull dagger has a
can take a wide variety of forms. metal loop at the base of its handle,
allowing it to be secured with a pinky or
IRON BRUSH PRICE 2 GP worn on a string tied in the hair. While
TYPE martial relatively small, the curved blade can
create brutal wounds. Easily concealed
This is an iron- (you gain a +2 bonus on Sleight of Hand
handled version of checks made to conceal a kerambit on your body), it is a
a scholar’s brush favorite weapon of ninja and assassins.
with a sharpened handle. Though it does little damage, it
2350585 is easily concealed (you gain a +2 bonus on Sleight of Hand KESTROS PRICE 1 GP
checks made to conceal an iron brush on your body) and can TYPE exotic
30 be thrown short distances, or used to jab at key nerve clusters
and acupuncture points to surprisingly devastating effect. The kestros is an oddly shaped Bronze Age sling used for
launching kestros darts. Your Strength modifier applies on
JAVELIN PRICE 1 GP damage rolls when you use a kestros, just as it does for
TYPE simple thrown weapons. You can fire—but not load—a kestros with
one hand. Loading a kestros is a move action that requires
two hands and provokes attacks of opportunity. Halflings
treat the kestros as a martial weapon.

A javelin is a thin throwing spear . Since it is not designed for KESTROS DART PRICE 5 GP (10)
melee, you are treated as nonproficient with it and take a –4 TYPE ammunition
penalty on attack rolls if you use a javelin as a melee weapon.
This dart, meant to be thrown using a kestros, consists of a
JUTTE PRICE 8 GP heav y metal point about 9 inches long attached to a shaf t
TYPE martial of wood about 12 inches long, fletched with feathers for
stability. If used as a melee weapon, it is a light improvised
weapon (–4 penalty on attack rolls) and deals damage as a
dagger of its size (critical multiplier ×2). Kestros darts come
in a quiver that holds 10 darts.

This batonlike weapon is fitted with a metal hook that can be KHOPESH PRICE 20 GP
used to block and pin an opponent’s weapon. Some variations TYPE exotic
are tipped with a sharpened metal spike or blade.

KAMA PRICE 2 GP
TYPE exotic

Similar to a sickle—and in some regions still used to reap This heavy blade has a convex curve near the end, making its
grain—a kama is a short, curved blade attached to a simple overall shape similar to that of a battleaxe. A typical khopesh
handle, usually made of wood. It is sometimes also referred to is 20 to 24 inches in length. Its curved shape allows the
as a kai, and is frequently used in pairs by martial artists. wielder to hook around defenses and trip foes. The elegant

2350585

517429

517429

ARMS AND ARMOR

shape of a khopesh leads some artisans to cover them in LASSO PRICE 1 SP ARMOR
ornate decorations. TYPE exotic WEAPONS

KLAR PRICE 12 GP This thrown weapon is a length of rope with a simple open SPECIAL
TYPE martial knot on one end that allows you entangle a foe like you MATERIALS
would using a net. The DC to cast a spell while entangled
The traditional form of this tribal weapon is a short metal with a lasso is 10 + the spell level being cast. An entangled
blade bound to the skull of a large horned lizard, but a skilled creature can slip free with a successful DC 15 Escape Artist
smith can craft one entirely out of metal. A traditional klar check as a full-round action. The lasso has 2 hit points and
counts as a light wooden shield with armor spikes; a metal AC 10, and requires a DC 23 Strength check to break it. On
klar counts as a light steel shield with armor spikes. The a successful hit, the lasso tightens; to use it again you must
klar’s shield entry appears on page 12. spend a standard action sliding the knot to enlarge the loop.

KNUCKLE AXE PRICE 9 GP LIGHT CROSSBOW PRICE 35 GP
TYPE exotic TYPE simple

Knuckle axes, usually used in pairs, resemble axe blades You draw a light crossbow

mounted on brass knuckles. You may hold, but not wield, back by pulling a lever.

a weapon or other object in a hand wearing a knuckle axe. Loading a light crossbow is

Unlike when wearing brass knuckles, you cannot use a hand a move action that provokes

wearing a knuckle axe for spellcasting. attacks of opportunity. A light

KUKRI PRICE 8 GP crossbow fires crossbow bolts.
TYPE martial Normally, operating a light crossbow requires two hands.
However, you can shoot, but not load, a light crossbow with

A kukri is a curved one hand at a –2 penalty on attack rolls. You can shoot a light

blade, about 1 foot crossbow with each hand, but you take a penalty on attack

in length. rolls as if attacking with two light weapons. This penalty is

PRICE 12 GP cumulative with the penalty for one-handed firing.
TYPE exotic
KUSARIGAMA LIGHT FLAIL PRICE 8 GP 517429
TYPE martial
2350586

This weapon has a single kama or sickle

held in the off hand, attached by 10 A light flail consists of a weighted

feet of fine chain to a weighted metal striking end connected to a handle by a

ball. The sickle can be used to make sturdy chain. Though often imagined as

trip attacks, jabs, and blocks, while the a ball, sometimes spiked like the head

ball is whipped around at high speeds of a morningstar, the head of a light flail

and then smashed into the opponent, can actually take many different shapes,

or used to tangle an opponent’s sword such as short bars. Military flails are

or spear, allowing the wielder to then attack with the sickle. sturdier evolutions of agricultural flails,

KYOKETSU SHOGE PRICE 6 GP which are used for threshing—beating
TYPE exotic stacks of grains to separate the useful
grains from their husks.

This weapon consists of a foot-long LIGHT HAMMER PRICE 1 GP
double-edged blade, with another TYPE martial
smaller, curved hook-blade sticking

out the side like a rooster’s spur. The A lighter version of a warhammer, this weapon usually has a

blade is strung to a large iron hoop sleek metal head with one striking surface.

with a 10-foot length of rope. The LIGHT MACE PRICE 5 GP
blade can be used as an off-handed TYPE simple
melee weapon or thrown like a dagger, while the rope and

circlet can be whipped around and swung at opponents as a

bludgeoning reach weapon.

LANCE PRICE 10 GP A mace is made up of an ornate metal head attached to a
TYPE martial simple wooden or metal shaft. The mace’s head is usually
flanged to cause more pain or damage. Some more primitive
A lance deals double damage when used from the back of a maces are made with stone bound to a wooden haft with 31
charging mount. While mounted, you can wield a lance with leather straps.
one hand.

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517430 UlTimaTe eqUipmeNT 517430
2350587 517430
LIGHT PICK PRICE 4 GP MADU PRICE 40 GP/50 GP 2350587
32 TYPE martial TYPE exotic

This weapon, adapted The madu is a round, light leather shield with two animal
from the pickaxe tool, horns—usually from an antelope—extending from opposite
has a head with a sides. If you are proficient with the madu, you may use it to
slightly curved, armor- fight defensively with a –2 penalty instead of the normal –4,
piercing spike and a hammerlike counterweight. and your attack penalty for using Combat Expertise improves
by +1 (minimum –1 penalty). You cannot hold anything else in
LIGHT SHIELD PRICE varies the hand that bears a madu. If you are not proficient with the
TYPE martial it, treat it as a light spiked shield. A madu can’t be disarmed.
It can be crafted entirely out of metal, but both versions offer
You can bash with a light shield instead of using it for defense. the same basic protection and attack benefits, though they
The shield entries for light shields appear on page 12. respond differently to some spells and effects. A druid can use
a leather madu, but not a steel madu.
LHONOGKBEODWAXE PPRRICICEE47050 GSP
WTEYIPGEHTm2a5rt liba.l

Light Shield: You can bash with a light shield instead of using
it for defense.

At almost 5 feet in height, a longbow is made up of one solid MANCATCHER PRICE 15 GP
piece of carefully cur ved wood. You need two hands to use TYPE exotic
a bow, regardless of its size. A longbow can’t be used while
mounted. If you have a penalty for low Strength, apply it to This polearm consists of two curved metal bands that close
damage rolls when you use a longbow. You can apply your around a target when you attack, allowing you to bind an
Strength modifier to damage rolls when you use a composite opponent. A mancatcher is built to capture a creature of a
longbow, but not a regular longbow. A longbow fires arrows. particular size category (such as Small or Medium) and doesn’t
work on creatures of the wrong size. Make a touch attack to
LONGSPEAR PRICE 5 GP hit an opponent and a combat maneuver check to grapple him
TYPE simple (without the –4 penalty for not having two hands free); success
means you and the target are grappled. Once the target is
A longspear is about 8 feet in length. PRICE 15 GP grappled, you can perform a move or damage grapple action
TYPE martial against him. The mancatcher has hardness 10 and 5 hit points;
LONGSWORD breaking it requires a DC 26 Strength check. If you drop the
mancatcher, the target can free himself as a standard action.

MATTOCK PRICE 12 GP
TYPE martial

This sword is about 3-1/2 feet in length. A mattock resembles a two-handed pick, but with a chisel-like
blade instead of a point.
LUCERNE HAMMER
PRICE 15 GP MERE CLUB PRICE 2 GP
TYPE martial TYPE simple

A Stone Age weapon traditionally made of carved stone, a
mere (MEH-reh) is a short, flat-sided, sharp-pointed club.

This polearm has both a pronged hammer head for crushing METEOR HAMMER PRICE 10 GP
blows and a spiked head for piercing and peeling armor. The long TYPE exotic
haft allows the wielder to put amazing force behind the head of
this weapon. You gain a +2 bonus on combat maneuver checks This weapon consists of one or
to sunder medium or heavy armor with a lucerne hammer. two spherical weights attached
by a 10-foot chain. You whirl
LUNGCHUAN TAMO PRICE 5 GP the weights and wrap them
TYPE martial around an opponent ’s body. If
you succeed at a trip attempt
What seems to be an ordinary baton sheaths a pair of matching with a meteor hammer, you
slender-bladed daggers—perfectly balanced throwing blades. can drag your opponent 5 feet closer to you rather than

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517431

ARMS AND ARMOR

knocking her prone. You may use this weapon in two A net must be folded to be thrown effectively. The first ARMOR
different ways: In meteor mode you use it as a double time you throw your net in a fight, you make a normal WEAPONS
weapon, while in fortress mode you cannot use it as a ranged touch attack roll. After the net is unfolded, you
double weapon but gain reach and a +1 shield bonus to take a –4 penalty on attack rolls with it. It takes 2 rounds SPECIAL
AC. Switching between these two modes is a free action for a proficient user to fold a net and twice that long for a MATERIALS
decided at the start of your turn. nonproficient one to do so.

MONK’S SPADE PRICE 20 GP NINE-RING BROADSWORD PRICE 15 GP
TYPE martial TYPE martial

This polearm is a

double weapon. One

side is fitted with a

broad, shovel-like sharpened blade, while the opposite side This broad-bladed weapon has nine heavy rings threaded

is fitted with a crescent blade that juts out like a pair of bull’s through its spine, providing additional weight to add to the

horns. The monk’s spade does many types of damage. The force of its impressive chopping power.

type of damage it deals depends on how it is wielded, with NINE-SECTION WHIP PRICE 8 GP
the spade side able to bludgeon and slash and the crescent TYPE exotic
side able to slash and pierce.

MORNINGSTAR PRICE 8 GP The nine-section whip consists of steel
TYPE simple bars linked together. The final bar is a
6-inch weighted spike. This weapon can

A morningstar is a be wielded as a single-handed weapon,

spiked metal ball a two-handed weapon, or in pairs.

affixed to a handle. Nine-section whips often have colored

NAGINATA PRICE 35 GP cloth flags attached to the ends to make
TYPE martial them easier to control.

PRICE 60 GP2350588
NODACHI TYPE martial 517431

The naginata consists of a 6-foot staff affixed to a 2-foot-long, This very long, two-handed weapon has a slender
slightly curved, swordlike blade. The shaft is designed to keep but wickedly sharp 4-foot-long blade at one end. It is
the wielder out of reach from swords and shorter weapons. predominantly used by ground troops to attack mounted
warriors, and can be used to hack riders from their mounts
NET PRICE 20 GP or set to receive a charge.
TYPE exotic

A net is used to entangle NUNCHAKU PRICE 2 GP
enemies. When you throw a net, TYPE exotic
you make a ranged touch attack length of rope or chain.
against your target. A net’s A nunchaku is made up
maximum range is 10 feet. If of two wooden or metal
you hit, the target is entangled. bars connected by a short
An entangled creature takes
a –2 penalty on attack rolls and a –4 penalty to Dexterity, OGRE HOOK PRICE 24 GP
can move at only half speed, and cannot charge or run. If TYPE martial
you control the trailing rope by succeeding at an opposed
Strength check while holding it, the entangled creature This large crook of 33
can move only within the limits that the rope allows. If the sharpened metal
entangled creature attempts to cast a spell, it must succeed makes it easy to trip
at a concentration check with a DC of 15 + the spell’s level and catch fleeing
or be unable to cast the spell. opponents. Invented by ogres, most ogre hooks are Large
An entangled creature can escape with a successful DC and crudely fashioned—often from metal torn from previous
20 Escape Artist check (a full-round action). The net has 5 victims’ weapons and armor. Despite their poor workmanship,
hit points and can be burst with a successful DC 25 Strength the rarity and peril involved in getting ogre hooks make such
check (also a full-round action). A net is useful only against items quite valuable.
creatures within one size category of you.

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517432 UlTimaTe eqUipmeNT 517432
2350589 517432
ORC DOUBLE AXE PRICE 60 GP PUNCHING DAGGER PRICE 2 GP 2350589
34 TYPE exotic TYPE simple

A cruel weapon with blades placed A punching dagger’s blade is attached to a horizontal handle
at opposite ends of a long haft, an that projects out from the fist when held.
orc double axe is a double weapon.
Though invented by and traditionally QUADRENS PRICE 8 GP
associated with orcs, the double TYPE exotic
axe can be crafted and wielded by
other races as well, though many A quadrens looks
disdain it for its extreme weight and similar to a sturdy
clumsiness. Because of the blades at dagger, but with four
either end of the axe, the wielder must hold an orc double spikes mounted in a square pattern in place of a blade. When
axe in the middle of its haft, and utilize a weaving, slashing you score a critical hit with a quadrens, the resulting gaping
fighting style more akin to that of a quarterstaff than to that wound causes 1 point of bleed damage. In addition to punching
of a greataxe or battleaxe. through hide and armor, the spikes can also be used to snag
opponents’ blades and twist them out of their grips.
PATA PRICE 14 GP
TYPE exotic

An evolution of the QUARTERSTAFF PRICE —
punching dagger, TYPE simple
the pata is a short
sword that ends in a full, fingerless gauntlet hilt. You punch A quarterstaff is a simple piece of wood, about 5 feet in length.
rather than stab with the weapon, allowing you to put more In battle, it’s held with one hand at the butt and the other a
force behind each strike. While wearing a pata, you cannot use quarter of the way up the staff, allowing it to block blows and
that hand for anything else. A pata provides a +10 bonus to make quick strikes.
your CMD against disarm attempts.

PILUM PRICE 5 GP
TYPE martial

RANSEUR PRICE 10 GP
TYPE martial

The tip of this heavy javelin is designed to break off and embed Similar in appearance to a trident, a ranseur has a single spear
itself into a shield once it hits. Like ammunition, a thrown at its tip, flanked by a pair of short, curving blades.
pilum that hits its target is destroyed. If you hit a shield-
bearing opponent with a pilum, he loses the AC bonuses from PRICE 20 GP
that shield until he takes a standard action to pry the remnants TYPE martial
of the pilum from his shield.

POISONED SAND TUBE PRICE 1 GP RAPIER
TYPE martial

Resembling a slim You can use the Weapon Finesse feat to apply your Dexterity
scroll case made of modifier instead of your Strength modifier to attack rolls with
bamboo or metal, a rapier sized for you, even though it isn’t a light weapon. You
this tube is filled with fine sand that is soaked or coated can’t wield a rapier in two hands in order to apply 1-1/2 times
with inhaled or contact poison. When loaded with 3 doses your Strength modifier to its damage.
of these types of poison, you can blow into the tube to
disperse the poisoned sand into your enemies’ faces in REPEATING CROSSBOW BOLTS PRICE 1 GP (5)
a 15-foot cone. Each creature in the cone is affected as if TYPE ammunition
afflicted with 1 dose of the poison. Even when loaded with
unpoisoned sand, the tube lets loose a powerful irritant, Bolts for a repeating crossbow are designed to fit the bolt case
and an opponent struck must succeed at a DC 12 Fortitude of a repeating crossbow. They are slightly more expensive
saving throw or be dazzled for 1 round. Once expended, than regular crossbow bolts and sold in increments of 5
the tube must be repacked before it can be used again. instead of 10 (to match the capacity of the bolt case).
Repacking a tube requires a full-round action, or a standard
action if you have the Rapid Reload feat.

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ARMS AND ARMOR

REPEATINGHANDCROSSBOW PRICE 800 GP SAI PRICE 1 GP ARMOR
TYPE exotic TYPE exotic WEAPONS

This weapon functions identically to a repeating heavy A sai is a metal SPECIAL
crossbow, except its damage, critical, and range values are spike flanked by MATERIALS

equivalent to those of a hand crossbow instead. a pair of prongs

REPEATING HEAVY CROSSBOW PRICE 400 GP used to trap an enemy’s weapon. When wielding a sai, you
TYPE exotic get a +2 bonus on combat maneuver checks to sunder an
enemy’s weapon. Though pointed, a sai is not usually used

The repeating heavy crossbow holds 5 repeating crossbow for stabbing. Instead, it is used primarily to bludgeon foes,

bolts. As long as it holds bolts, you can reload it by pulling the punching with the hilt, or else to catch and disarm weapons

reloading lever (a free action). Loading a new case of 5 bolts between its tines. Sais are often wielded in pairs.

is a full-round action that provokes attacks of opportunity. SANSETSUKON PRICE 8 GP
You can fire a repeating crossbow with one hand or fire a TYPE martial

repeating crossbow in each hand in the same manner as you

would a normal crossbow of the same size. However, you must Also called a three-section staff, this

fire the weapon with two hands in order to use the reloading weapon is divided into three 2-foot-

lever, and you must use two hands to load a new case of bolts. long segments chained together,

REPEATING LIGHT CROSSBOW PRICE 250 GP allowing the wielder greater flexibility
TYPE exotic than a normal staff and allowing the
weapon to be swung rapidly to create

This weapon functions identically a defensive block, wrap and catch

to a repeating heavy crossbow, weapons, or harness momentum via

except that its damage, critical, a whipping motion for powerful strikes.

and range values are equivalent SAP PRICE 1 GP
to those of a light crossbow TYPE martial
instead of a heavy crossbow. Its

significantly lighter construction

2350590 and pull make it both more portable and more useful to those 517433

who rely on stealth or speed.

RHOKA SWORD PRICE 25 GP This weapon consists of a soft wrapping around a hard, dense
TYPE exotic core, typically a leather sheath around a lead rod. The head is
wider than the handle and designed to spread out the force of

the blow, making it less likely to draw blood or break bones.

This sword is used almost exclusively by the life-hating SAWTOOTH SABRE PRICE 35 GP
urdefhans (Bestiary 2 276). The sword is the size of a longsword TYPE exotic
but consists of two serrated blades placed side by side.

RHOMPHAIA PRICE 15 GP The signature weapon of certain assassin cults, the sawtooth
TYPE martial sabre is a cruelly efficient weapon. You may use a sawtooth
sabre as a Martial Weapon (in which case it functions identically
This Bronze Age weapon is an early polearm consisting of a long, to a longsword). If you have the Exotic Weapon Proficiency
single-edged blade attached to a sturdy staff, sometimes slightly (sawtooth sabre) feat, for the purpose of two-weapon fighting
curved. It serves as both a cutting and a thrusting weapon. you can treat it as a light melee weapon; for all other purposes
it is one-handed melee weapon.
ROPE DART PRICE 1 GP
TYPE exotic

This deceptively complex weapon SCIMITAR PRICE 15 GP
appears to be nothing more than a TYPE martial
12-foot rope attached to a 6-inch-
long, conical metal spike. Similar to a This curved sword is shorter than a longsword and longer than 35
meteor hammer, it can be whirled at a shortsword. Only the outer edge is sharp, and the back is flat,
great speeds, then aimed to strike and giving the blade a triangular cross-section.
pierce opponents with great reach.
Once it strikes, the wielder can quickly
retrieve the weapon with a tug of the rope as a free action.

2350590

2350590

517434 UlTimaTe eqUipmeNT 517434
2350591 517434
SCIZORE PRICE 20 GP These weapons gain the disarm special feature when they 2350591
36 TYPE martial are used individually. A pair of shang gou can also be
for med into a single one-handed weapon to gain the tr ip
The scizore is a special feature.
hardened tube that
fits over the forearm, SHORTBOW PRICE 30 GP
ending in a semicircular blade used for devastating bladed TYPE martial
punch attacks. The scizore grants a +1 shield bonus to AC, but
if you attack with the blade, you lose the AC bonus that round A shortbow is made up of one piece of wood about 3 feet
and take a –1 penalty on attack rolls with it. While wearing a in length. You need two hands to use a bow, regardless
scizore, you cannot use that hand for anything else. A scizore of its size. You can use a shortbow while mounted. If
provides a +10 bonus to your CMD against being disarmed of you have a penalty for low Strength, apply it to damage
your scizore. Donning a scizore is a full-round action. rolls when you use a shortbow. If you have a bonus for
high Strength, you can apply it to damage rolls when you
SCORPION WHIP PRICE 5 GP use a composite shor tbow, but not a regular shor tbow. A
TYPE exotic shortbow fires arrows.

This whip has a series of razor-sharp blades and fangs inset PRICE 1 GP
along its tip. It deals lethal damage, even to creatures with TYPE simple
armor bonuses. If you are proficient with whips, you can use a
scorpion whip as a whip.

SCYTHE PRICE 18 GP SHORTSPEAR
TYPE martial

This weapon consists of a long wooden A shortspear is about 3 feet in length, making it a suitable
shaft with protruding handles and a sharp thrown weapon.
curved blade set at a right angle. Derived
from a farm tool used to mow down crops, SHORTSWORD PRICE 10 GP
a scythe requires two hands to use, and is TYPE martial
unwieldy but capable of inflicting grievous
wounds. Its connotations as a symbol of
death due to its association with reaping
also make the scythe a particularly intimidating weapon.

SEVEN-BRANCHED SWORD PRICE 50 GP Short swords are some of the most common weapons found
TYPE exotic in any martial society, and thus designs are extremely varied,
depending on the region and creator. Most are around 2 feet
This unusual sword has a straight 2-foot-long blade with six in length. Their blades can be curved or straight, single- or
shorter L-shaped blades protruding from it, three on each double-edged, and wide or narrow. Hilts may be ornate or
side in a staggered pattern. The shorter blades can be used to simple, with crossguards, basket hilts, or no guard at all. Such
snag opponents’ clothing or armor, or can target weapons in weapons are often used on their own, but can also be paired
order to disarm them. To snag armor or clothing, the attacker as a matched set, or used in conjunction with a dagger or
makes a trip attempt. If successful, the victim doesn’t fall longer sword.
prone, but instead is snagged and stumbles forward, leaving
the victim flat-footed for the remainder of the round. SHOTEL PRICE 30 GP
TYPE exotic

SHANG GOU PRICE 6 GP The shotel is a downward-curving
TYPE martial sword designed to reach over or
around an opponent’s shield. You gain
Forged in pairs, these solid metal a +1 bonus on attack rolls with a shotel
blades end in curved hooks, while against opponents using bucklers,
the hand guards are hammered into light shields, or heavy shields. The
outward-facing spiked crescents. curve of a shotel’s blade varies from
Both the crescent and the tip of the sword to sword, and some models
hilt are sharpened for combat. They are double-edged, while others are single-edged, with the
can be wielded as single weapons back edge able to be braced against a shield for additional
or with two-weapon fighting styles. power. Shotels are particularly useful for hooking mounted
combatants and ripping them from their steeds.

2350591

517435

517435

ARMS AND ARMOR

SHURIKEN PRICE 1 GP (5) Thus, such an attack deals damage as if the weapon were ARMOR
TYPE exotic designed for a creature one size category smaller than you WEAPONS
and you take a –1 penalty on attack rolls.
A shuriken is a small piece of metal SPECIAL
with sharpened edges, designed for SLING BULLETS PRICE 1 SP (10) MATERIALS
throwing. A shuriken can’t be used as TYPE ammunition
a melee weapon. Although they are
thrown weapons, shuriken are treated as Sling bullets are shaped metal balls,
ammunition for the purposes of drawing designed to be used by a sling or
them and crafting masterwork or otherwise special versions halfling sling staff. Bullets come in a
of them, and of what happens to them after they are thrown. leather pouch that holds 10 bullets.

SIANGHAM PRICE 3 GP SMOKE ARROW PRICE 10 GP
TYPE exotic TYPE ammunition

This weapon is a handheld shaft fitted with a pointed tip for This arrow is actually a specially-shaped smokestick that can

stabbing foes. It resembles a (much sturdier) arrow with a grip be fired from a bow. It trails smoke as it flies, and creates a

designed for melee combat. 5-foot cube of smoke where it strikes. It otherwise functions

PRICE 2 GP like a normal arrow in terms of damage, range, and so on.
TYPE martial
SIBAT SNAG NET PRICE 30 GP
TYPE exotic
This weapon is similar to a shortspear with a flexible rattan or

bamboo shaft and an elaborately barbed head. The barbs can This short, wide net is covered in barbed loops and slipknots. It

snag flesh, clothing, or armor to ensnare an enemy. works like a typical net, except it has the trip weapon special

SICA PRICE 10 GP feature. If you entangle an opponent and hold the trailing 517435
TYPE exotic rope, on your turn in place of a melee attack you may make a
2350592 combat maneuver check to trip against that opponent; if you

This blade is a smaller, lighter version of the shotel. You gain succeed, you may trip your opponent or deal 1 point of piercing

a +1 bonus on attack rolls with a sica against opponents using damage to it. The concentration DC to cast while entangled in a

bucklers, light shields, or heavy shields. snag net is 17 + the spell’s level. The Escape Artist DC to escape

SICKLE PRICE 6 GP a snag net is 22. PRICE 2 GP
TYPE simple TYPE simple
SPEAR
Originating as a farming tool used for

reaping grain, this one-handed weapon has

a blade with a strong curve that can easily

catch an opponent’s limb or armor. Its blade

can be either smooth or serrated, and some A spear is 5 feet in length and can be thrown.

fighting sickles are sharpened on both sides SPIKED ARMOR PRICE +50 GP
near the point, making it easier to hook into TYPE martial
an opponent’s flesh.

SLING PRICE — You can outfit your armor with spikes, which can deal damage
TYPE simple in a grapple or as a separate attack. See the armor spikes entry
on page 10 for details. Armor spikes can’t be disarmed.

A sling is little more than a leather SPIKED CHAIN PRICE 25 GP
cup attached to a pair of strings. Your TYPE exotic
Strength modifier applies to damage

rolls when you use a sling, just as it A spiked chain is about 4 feet in length

does for thrown weapons. You can and covered in wicked barbs. Some

fire, but not load, a sling with one have metal hoops to use as handgrips.

hand. Loading a sling is a move action You can use the Weapon Finesse feat to

that requires two hands and provokes apply your Dexterity modifier instead

attacks of opportunity. of your Strength modifier to attack rolls

A sling fires sling bullets. You can hurl ordinary stones with with a spiked chain sized for you, even

a sling, but stones are not as dense or as round as bullets. though it isn’t a light weapon. 37

2350592

2350592

517436 UlTimaTe eqUipmeNT 517436
2350593 517436
SPIKED GAUNTLET PRICE 5 GP SWORDBREAKER DAGGER PRICE 10 GP 2350593
38 TYPE simple TYPE exotic

This is a gauntlet of thick leather or You can use this
metal with blades or spikes protruding dagger to disarm
from above the knuckles, allowing or sunder enemy
the wearer to stab with the force of a blades by catching them in the grooves on the back of the
punch. The cost and weight given are blade and using your weapon as a lever. If you are proficient
for a single gauntlet. An attack with a with this weapon, add a +4 bonus on combat maneuver checks
spiked gauntlet is considered an armed to disarm or sunder bladed weapons while using it.
attack. Your opponent cannot disarm
you of spiked gauntlets. TAIAHA PRICE 10 GP
TYPE exotic

SPIKED HEAVY SHIELD PRICE 57 GP/70 GP The Stone Age taiaha is a long, heavy stick, club-shaped at
TYPE martial one end and tipped with a wooden or metal spear point at
the other. You wield it with a combination of solid strikes
Spiked shields are intimidating weapons, and can have a single with the club and fending motions with the spear. A taiaha
protruding central spike, razored shield edges, or a whole forest can be wielded as a martial weapon that deals 1d8 points of
of deadly protrusions. You can bash with a spiked heavy shield bludgeoning damage (1d6 if Small) and has a ×2 critical.
instead of using it for defense. A spiked heavy shield can’t be
disarmed. See the armor spikes entry on page 10 for details. PRICE 2 GP
TYPE exotic
SPIKED LIGHT SHIELD PRICE 53 GP/59 GP TEKKO-KAGI
TYPE martial
Also known as an
You can bash with a spiked light shield instead of using it for iron claw, this device
defense. A spiked light shield can’t be disarmed. See the armor consists of a fanlike
spikes entry on page 10 for details. structure of three or more 10-inch blades secured to a sturdy
handle strapped to the forearm of the off hand. It can be used
STARKNIFE PRICE 24 GP as an offensive weapon or defensively like a buckler, or used to
TYPE martial disarm an opponent without provoking an attack of opportunity.
It provides its owner with a +2 circumstance bonus on attempts
From a central metal ring, four tapering to disarm or sunder swords or other slender-bladed weapons.
metal blades extend from this weapon
like points on a compass rose. By TEMPLE SWORD PRICE 30 GP
gripping the crossbar that runs through TYPE exotic
the weapon’s open middle, a wielder
can strike with it as a deadly melee Heavy blades typically used by
weapon. Alternatively, by gripping it guardians of religious sites, temple
by the outer rim, a starknife’s light, swords have distinctive crescent-
aerodynamic design allows it to be thrown short distances in a shaped blades, which appear to be an
manner similar to a chakram. amalgam of sickle and sword. Many
have holes drilled into the blade or the
SWORD CANE PRICE 45 GP pommel so that charms, bells, or other
TYPE martial holy trinkets can be attached to reflect
the owner’s devotion or to serve as
foci for prayer or meditation. Monks
are proficient with the temple sword.

This slender light blade lies within a wooden container that TEPOZTOPILLI PRICE 8 GP
serves as both its scabbard and hiding place. You can draw the TYPE martial
blade as a swift action (or a free action if you have the Quick
Draw feat). An observer must succeed at a DC 20 Perception The head of this wooden Stone Age polearm is edged with
check to realize an undrawn sword cane is a weapon rather than jagged bits of obsidian, glass, teeth, or similar materials. The
a walking stick; the DC decreases to 10 if the observer is able wide head serves well for both piercing and slashing attacks.
to handle the weapon. You can use the Weapon Finesse feat to
apply your Dexterity modifier instead of your Strength modifier TERBUTJE PRICE 5 GP
to attack rolls with a sword cane sized for you, even though it TYPE martial
isn’t a light weapon. You can’t wield a sword cane in two hands
in order to apply 1-1/2 times your Strength modifier to damage. This Stone Age weapon, also called a macuahuitl, is made from
a length of tempered wood. It has bits of shark teeth, obsidian,
glass, or similar materials studded all along its length.

2350593

517437

517437

ARMS AND ARMOR

TETSUBO PRICE 20 GP TRI-POINT DOUBLE-EDGED SWORD PRICE 12 GP ARMOR
TYPE exotic TYPE martial WEAPONS

SPECIAL
MATERIALS

A slight improvement over the greatclub, this weapon consists Topping the head of this 5-foot-long shaft are three long,
of a long, slender length of wood or metal whose upper half is backward-curved blades fashioned in the appearance of a
shod with a thick sheet of studded iron. The iron gives added blossoming lotus. The unusually large head is designed to
weight and strength to the club, while the studs are designed land heavy blows and cause multiple wounds that open away
to crack helmets and armor. from each other.

THROWING AXE PRICE 8 GP TUBE ARROW SHOOTER PRICE 3 GP
TYPE martial TYPE martial

This one-handed axe is small and This weapon consists

perfectly balanced for throwing, and can of a small metal

be used as a melee weapon. Throwing tube hidden within

axes have a variety of alternative names, a sleeve; the tube holds a short, spring-loaded bamboo

including franciscas, tomahawks, and shaft. You gain a +2 bonus on Sleight of Hand checks made

more. The axe is normally gripped by to conceal a tube arrow shooter on your body. Releasing the

the haft and thrown overhand, making fastener allows the spring to force the arrow out. Once a shaft

one complete rotation in the air before is fired, the tube must be reloaded before it can be used again.

biting into the target with the axe head. Reloading a tube is a full-round action, or a standard action if

THROWING SHIELD PRICE +50 GP the wielder has the Rapid Reload feat. PRICE 100 GP
TYPE exotic TYPE exotic
TWO-BLADED SWORD
This shield is designed for throwing and has specially

designed straps that allow you to unclasp and throw it as

2350594 a free action. Tower shields cannot be throwing shields. 517437

Neither a shield’s enhancement bonus to AC nor its shield

spikes apply on your attack or damage rolls. A throwing A two-bladed sword is a double weapon—twin blades extend

shield can’t be disarmed. from either side of a central, short haft, allowing the wielder to

TIGER FORK PRICE 5 GP attack with graceful but deadly flourishes. PRICE —
TYPE martial TYPE simple
UNARMED STRIKE
This long, tridentlike weapon consists of a three-pronged

metal fork set upon an 8-foot-long shaft. It is wielded much An unarmed strike is an attack such as a punch or a kick

like a staff, with the wielder grasping the shaft from the where the attacker is not using a weapon to make the attack.

center and jabbing with its forked end. A tiger fork can be set A Medium character deals 1d3 points of nonlethal damage

to receive a charge. with an unarmed strike. A Small character deals 1d2 points

TONFA PRICE 1 GP of nonlethal damage. A monk or any character with the
TYPE martial Improved Unarmed Strike feat can deal lethal or nonlethal
damage with unarmed strikes at his discretion. The damage

These L-shaped fighting from an unarmed strike is considered weapon damage for

batons are good for the purposes of effects that give you a bonus on weapon

striking and blocking. damage rolls.

The wielder holds the An unarmed strike is always considered a light weapon.

handle and either spins the stick or strikes with the stick Therefore, you can use the Weapon Finesse feat to apply your

covering the forearm. Dexterity modifier instead of your Strength modifier to attack

TRIDENT PRICE 15 GP rolls with an unarmed strike. Unarmed strikes do not count
TYPE martial as natural weapons (Core Rulebook 182). An unarmed strike
can’t be disarmed.

UNDERWATER HEAVY CROSSBOW PRICE 100 GP
TYPE simple

A trident has three metal prongs at end of a 4-foot-long shaft. Above water, this weapon is identical to a heavy crossbow. 39
This weapon can be thrown. You may use it underwater, where it has a range increment

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517438 UlTimaTe eqUipmeNT 517438
2350595 517438
of 20 feet. It counts as a heavy crossbow for the purposes of WHIP PRICE 1 GP 2350595
40 proficiencies and special abilities. TYPE exotic

UNDERWATER LIGHT CROSSBOW PRICE 70 GP A whip deals no damage to any creature
TYPE simple with an armor bonus of +1 or higher or
a natural armor bonus of +3 or higher.
An underwater light crossbow functions like its normal The whip is treated as a melee weapon
counterpart above water, and can be used underwater. When with a 15-foot reach, though you don’t
fired underwater, the crossbow has a range increment of 20 threaten the area into which you can
feet. Anyone proficient with a normal light crossbow can use make an attack. In addition, unlike most
an underwater light crossbow. other weapons with reach, you can use it
against foes anywhere within your reach
URUMI PRICE 30 GP (including adjacent foes).
TYPE exotic Using a whip provokes an attack of opportunity, just as if you
had used a ranged weapon.
Commonly known as a whip sword, this You can use the Weapon Finesse feat to apply your Dexterity
deadly weapon is fashioned from one modifier instead of your Strength modifier to attack rolls with
to four 5-foot-long, razor-sharp blades a whip sized for you, even though it isn’t a light weapon. You
of flexible steel, almost like a metal cat- can’t wield a whip in two hands in order to apply 1-1/2 times
o’-nine-tails. The weapon is wielded by your Strength modifier to damage rolls.
whipping the blades at one’s opponent.
The coiled blade is fine and flexible WHISTLING ARROW PRICE 2 GP (20)
enough to be worn as a belt, and its TYPE ammunition
wielders often carry the blades wrapped
around themselves in this fashion. These arrows come with specially designed grooves and
fletching that cause them to emit a loud keening sound
WAHAIKA PRICE 3 GP audible within 500 feet of their flight path. They are sold in
TYPE exotic quantities of 20.

This short and broad Stone Age club is made of hardened WOODEN STAKE PRICE —
wood or bone. It has a notch on one side that is used for TYPE simple
catching weapons. If you are proficient with the weapon,
you can use the notch in the wahaika to disarm your foes. This close combat
Otherwise, treat this weapon as a club. Feats and abilities weapon is just a
that affect clubs apply to the wahaika. sharpened piece of
wood. Iron spikes that are used as weapons deal damage as
WAKIZASHI PRICE 35 GP wooden stakes.
TYPE exotic

WUSHU DART PRICE 1 SP
TYPE martial

These short, slender blades are between 1 to 2 feet long. They This sharpened wooden spike can be used as a punching
are primarily used as back-up weapons, to decapitate defeated weapon, but it is also perfectly balanced for throwing.
enemies, or to commit seppuku (ritual suicide) as a matter
of honor. These blades are specifically worn by samurai and MASTERWORK WEAPONS
are intended to be paired with a katana. Together, this set of
blades is referred to as a daisho. A masterwork weapon is a finely crafted version of a
normal weapon. Wielding it provides a +1 enhancement
WARHAMMER PRICE 12 GP bonus on attack rolls.
TYPE martial
Without using magic, you can’t add the masterwork
This weapon consists of a wooden haft quality to a weapon after it is created; it must be crafted
and a heavy, metal head. The head may as a masterwork weapon (see the Craft skill on page 93
be single (like a carpenter’s hammer) or of the Core Rulebook). The masterwork transformation spell
double (like a sledgehammer). The haft is (Ultimate Magic) transforms a non-masterwork weapon into
long enough that you may wield it one- or a masterwork weapon.
two-handed. Though heavy and relatively
slow to wield, warhammers are capable The masterwork quality adds 300 gp to the cost of a normal
of delivering immense blows, crushing weapon (or 6 gp to the cost of a single unit of ammunition).
armor and flesh alike. Adding the masterwork quality to a double weapon costs
twice the normal increase (+600 gp).

Masterwork ammunition is damaged (and effectively
destroyed) when used. The enhancement bonus of masterwork

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517439

ARMS AND ARMOR

ammunition does not stack with any enhancement bonus of Table 1–9: Firearm Ammunition ARMOR
the projectile weapon firing it. WEAPONS
ITEM PRICE WEIGHT
All magic weapons are automatically considered to be of — SPECIAL
masterwork quality. The enhancement bonus granted by the Alchemical cartridge (dragon's breath) 40 gp — MATERIALS
masterwork quality doesn’t stack with the enhancement —
bonus provided by the weapon’s magic. Alchemical cartridge (entangling shot) 40 gp —

Even though some types of armor and shields can be Alchemical cartridge (flare) 10 gp —
used as weapons, you can’t create a masterwork version of 5 lbs.
such an item that confers an enhancement bonus on attack Alchemical cartridge (paper, bullet or pellet) 12 gp —
rolls. Instead, masterwork armor and shields have lessened —
armor check penalties. Alchemical cartridge (salt shot) 12 gp —

Firearms Black powder (dose) 10 gp

Black powder (keg) 1,000 gp

Firearm bullet (1) 1 gp

Metal cartridge 15 gp

Pellets (handful) 1 gp

Pitted bullet 5 gp

This section presents an anachronistic collection of cartridges that are loaded into a chamber rather than

hand-held black powder weapons suitable for a wide shoved down the muzzle.

variety of fantasy adventure campaigns. Most of them CAPACITY: A firearm’s capacity is the number of shots it

are single-shot muzzle-loaders with highly ineff icient can hold at one time. When making a full-attack action,

triggering mechanisms—traditional sword and sorcery you may fire a firearm as many times in a round as you

f irearms. More advanced f irearms are also presented for have attacks, up to this limit, unless you can reload the

those brave enough to mix their fantasy with a technology weapon as a swift or free action while making a full-

much closer to that of the Old West than the slow and attack action. In the case of early firearms, capacity often

unstable weapons that gave musketeers their name. Of indicates the number of barrels a firearm has. In the case

course, it is the GM’s decision whether or not guns of any of advanced firearms, it typically indicates the number of

type are allowed in a campaign. chambers the weapon has.

What follows are additional rules for using firearms. RANGE AND PENETRATION: Armor, whether manufactured

This section refers to firearm feats in Ultimate Combat. or natural, provides little protection against the force of a

2350596 FIREARM PROFICIENCY: The Exotic Weapon Prof iciency bullet at short range. 517439

(f irearms) feat allows you to use all f irearms without Early Firearms: When firing an early firearm, the attack

penalty. A nonprof icient character takes the standard –4 resolves against the target’s touch AC when the target is

penalty on attack rolls with firearms, and a nonproficient within the first range increment of the weapon, but this

character who loads a firearm increases all misfire values type of attack is not considered a touch attack for the

by 4 for the shots he loads. purposes of feats and abilities such as Deadly Aim. At

Even though the Exotic Weapon Prof iciency (f irearms) higher range increments, the attack resolves normally,

feat grants you prof iciency with all f irearms, anytime including taking the normal cumulative –2 penalty

you take a feat that modif ies a single type of weapon for each full range increment. Unlike other projectile

(such as Weapon Focus or Rapid Reload), you must still weapons, early f irearms have a maximum range of f ive

pick one specif ic type of f irearm (such as musket, axe range increments.

musket, blunderbuss, pistol, or double pistol) for that Advanced Firearms: Advanced firearms resolve their

feat to affect. attacks against touch AC when the target is within the

All f irearms are part of the same weapon group for the first five range increments, but this type of attack is not

purposes of the f ighter’s weapon training class feature. considered a touch attack for the purposes of feats such as

FIREARM CATEGORIES: The firearms in this chapter fall Deadly Aim. At higher range increments, the attack resolves

into one of two categories: early or advanced firearms. normally, including taking the normal cumulative –2

Early Firearms: Early firearms are typically matchlock, penalty for each full-range increment. Advanced firearms

wheellock, or f lintlock weapons, and require more finesse have a maximum range of 10 range increments.

and care to use than advanced firearms. Early firearms LOADING A FIREARM: You need at least one hand free to load

are muzzle-loaded, requiring a bullet and powder (or other one-handed and two-handed firearms. In the case of two-

special alchemical substances) to be shoved down the barrel handed firearms, you hold the weapon in one hand and

before the weapon is fired. Early firearm ammunition can load it with the other—you only need to hold it in two

be loaded from a cartridge, but that cartridge is made of soft hands to aim and shoot the firearm.

material (like paper or cloth) that is torn open so that the The Rapid Reload feat reduces the time required to

contents may be shoved down the barrel. load one-handed and two-handed firearms. Loading any

Advanced Firearms: Advanced firearms are more reliable firearm provokes attacks of opportunity. Other rules for

and accurate than early firearms. The ammunition for an loading a firearm depend on whether the firearm is an

advanced firearm takes the form of metal (usually brass) early firearm or an advanced firearm. 41

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517440 UlTimaTe eqUipmeNT 517440
2350597 517440
Early Firearms: Early firearms are all muzzle-loaded, DEFLECTING AND SNATCHING BULLETS: The Def lect Arrows feat 2350597
42 requiring bullets or pellets and black powder to be and the Snatch Arrows feat can be used to def lect bullets,
rammed down the muzzle. If an early firearm has but not pellets shot from a scatter weapon.
multiple barrels, each barrel must be loaded separately.
It is a standard action to load each barrel of a one-handed SCATTER (WEAPON QUALITY): A weapon with the scatter
early firearm and a full-round action to load each barrel weapon quality can shoot two different types of
of a two-handed early firearm. ammunition. It can fire normal bullets that target one
creature, or it can make a scattering shot, attacking all
Advanced Firearms: Advanced firearms are chamber- creatures within a cone. Cannons with the scatter weapon
loaded. It is a move action to load a one-handed or two- quality only fire grapeshot, unless their descriptions state
handed advanced firearm to its full capacity. otherwise. When a scatter weapon attacks all creatures
within a cone, it makes a separate attack roll against
MISFIRES: If the natural result of your attack roll with each creature within the cone. Each attack roll takes a
a f irearm is equal to or less than the f irearm’s misf ire –2 penalty, and its attack damage cannot be modif ied
value, that shot misses, even if you would have otherwise by precision damage or damage-increasing feats such as
hit the target. When a firearm misfires, it gains the Vital Strike. Effects that grant concealment, such as fog
broken condition. While it has the broken condition, it or smoke, or the blur, invisibility, or mirror image spells, do
suffers the normal disadvantages that broken weapons not foil a scatter attack. If any of the attack rolls threaten
do, and its misfire value increases by 4 unless the wielder a critical, confirm the critical for that attack roll alone.
has gun training in the particular type of firearm. In that A firearm that makes a scatter shot misfires only if all of
case, the misfire value increases by 2 instead of 4. the attack rolls are misfires. If a scatter weapon explodes
on a misfire, it deals triple its damage to all creatures
Early Firearms: If an early firearm with the broken within the misfire radius.
condition misfires again, it explodes. When a nonmagical
firearm explodes, the weapon is destroyed. Magical ALCHEMICAL CARTRIDGE PRICE varies
firearms are wrecked, which means they can’t fire until WEIGHT —
they are fully restored (which requires either the make Dragon’s breath 40 GP
whole spell or the Gunsmithing feat from Ultimate Combat). Entangling shot
When a gun explodes, pick one corner of your square—the Flare 40 GP
explosion creates a burst from that point of origin. Each Paper 10 GP
early firearm has a burst size noted in parentheses after its Salt shot 12 GP
misfire value. Any creature within this burst (including the
firearm’s wielder) takes damage as if it had been hit by the 12 GP
weapon—a DC 12 Ref lex save halves this damage.
An alchemical cartridge is a prepared bundle of black
Advanced Firearms: Advanced firearms can misfire, powder with a bullet or pellets, sometimes with more exotic
but when they do, they only gain the broken condition. material added, which is then wrapped in paper or cloth
A subsequent misfire does not cause advanced firearms and sealed with beeswax, lard, or tallow. There are many
to explode. types of alchemical cartridges, the simplest being the paper
cartridge—a simple mix of black powder and either pellets
AMMUNITION: Firearm ammunition takes two forms: or a bullet. Alchemical cartridges make loading a firearm
either black powder and shot (either bullets or pellets) or easier, reducing the time to load a firearm by one step (a
cartridges. Firearm ammunition is destroyed when it is full-round action becomes a standard action, a standard
used. Unlike other types of ammunition, there is no chance action becomes a move action, and a move action becomes
to retrieve firearm ammunition that misses. No part of a a free action), but they tend to be unstable. The misfire
cartridge can be reused to create new cartridges. Firearm value of a weapon firing an alchemical car tridge increases
ammunition cannot be treated with poison, unless you are as listed in each entry.
using a pitted bullet.
Dragon’s Breath Cartridge: This cartridge contains
CONCEALING FIREARMS: Like light weapons and hand alchemical compounds that, when fired, produce a cone of fire
crossbows, one-handed firearms are easy to conceal on instead of the normal attack of a one-handed or two-handed
your person. Some smaller firearms (like the coat pistol) firearm with the scatter weapon quality. The nonmagical
can grant bonuses to conceal a weapon on your person. flame deals 2d6 points of fire damage to all targets within
the cone of the scatter firearm (DC 15 Reflex save for half).
BUCKLERS: You can use a one-handed or two-handed These cartridges cannot be used in firearms that don’t have
firearm without penalty while carrying a buckler. the scatter weapon quality. Because this ammunition forces
a saving throw instead of making an attack roll, the misfire
FIRE WHILE PRONE: Firearms, like crossbows, can be fired rules are slightly different. If you roll a 1 with either of the
while their wielders are prone. damage dice, the firearm misfires.

FIREARMS, BLACK POWDER, AND WATER: Black powder becomes Entangling Shot Cartridge: This mix of black powder and
useless when exposed to water, but powder horns and an alchemically treated resin strong enough to survive the
cartridges protect black powder from exposure. You
cannot normally load an early firearm underwater or fire
any firearm underwater without magical aid.

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ARMS AND ARMOR

Table 1–10: Firearms ARMOR
WEAPONS
ONE-HANDED RANGED WEAPONS
SPECIAL
(EARLY FIREARMS) PRICE DMG (S) DMG (M) CRITICAL RANGE MISFIRE CAPACITY WEIGHT1 TYPE2 SPECIAL MATERIALS
10 ft. 1 (5 ft.) 2 6 lbs. B and P —
Buckler gun 750 gp 1d4 1d6 ×4 10 ft. 1 (5 ft.) 1 1 lb. B and P —
10 ft. 1 (5 ft.) 1 1 lb. B and P —
Coat pistol 750 gp 1d3 1d4 ×3 20 ft. 1–2 (5 ft.) 2 5 lbs. B and P —
20 ft. 1–2 (5 ft.) 1 3 lbs. B and P
Dagger pistol 740 gp 1d3 1d4 ×3 20 ft. 1–2 (5 ft.) 6 5 lbs. B and P Scatter
20 ft. 1 (5 ft.) 1 4 lbs. B and P —
Double-barreled pistol 1,750 gp 1d6 1d8 ×4 10 ft. 1 (5 ft.) 1 1 lb. B and P —

Dragon pistol 1,000 gp 1d4 1d6 ×4

Pepperbox 3,000 gp 1d6 1d8 ×4

Pistol 1,000 gp 1d6 1d8 ×4

Sword cane pistol 775 gp 1d3 1d4 ×3

TWO-HANDED RANGED WEAPONS (EARLY FIREARMS)

Axe musket 1,600 gp 1d6 1d8 ×4 30 ft. 1–2 (5 ft.) 1 6 lbs. B and P —
×2 Special 1–2 (10 ft.) 1
Blunderbuss 2,000 gp 1d6 1d8 ×4 30 ft. 1 (10 ft.) 1 8 lbs. B and P Scatter
×4 50 ft. 1–2 (5 ft.) 2
Culverin 4,000 gp 2d6 2d8 ×4 10 ft. 1–3 (5 ft.) 2 40 lbs. B and P Scatter
×4 10 ft. 1–4 (5 ft.) 1
Double hackbut 4,000 gp 2d10 2d12 ×4 40 ft. 1–2 (5 ft.) 1 18 lbs. B and P —
×4 30 ft. 1–2 (5 ft.) 1
Double-barreled musket 2,500 gp 1d10 1d12 11 lbs. B and P —

Fire lance 25 gp 1d4 1d6 4 lbs. P —

Musket 1,500 gp 1d10 1d12 9 lbs. B and P —

Warhammer musket 1,600 gp 1d6 1d8 6 lbs. B and P —

ONE-HANDED RANGED WEAPONS (ADVANCED FIREARMS)

Revolver 4,000 gp 1d6 1d8 ×4 20 ft. 1 6 4 lbs. B and P —

TWO-HANDED RANGED WEAPONS (ADVANCED FIREARMS)

Double-barreled shotgun 7,000 gp 1d6 1d8 ×2 20 ft. 1–2 2 15 lbs. B and P Scatter

2350598 Pepperbox rifle 7,000 gp 1d8 1d10 ×4 80 ft. 1–2 4 15 lbs. B and P — 517441

Rifle 5,000 gp 1d8 1d10 ×4 80 ft. 1 1 12 lbs. B and P —

Shotgun 5,000 gp 1d6 1d8 ×2 20 ft. 1–2 1 12 lbs. B and P Scatter

shot can only be loaded into a blunderbuss, a dragon pistol, AXE MUSKET PRICE 1,600 GP
or another scatter weapon. It deals half damage to those hit TYPE early
by a cone attack made with this weapon, but any creature
hit by the shot must succeed at a DC 15 Reflex saving throw This short musket
or become entangled for 2d4 rounds. An entangling shot features an axe
cartridge increases the firearm’s misfire value by 2. blade at the end
of its barrel. It can
Flare Cartridge: When a flare cartridge hits its target, it be used as both a musket and a battleaxe. It is considered
deals only half the normal damage, but the creature struck is a double weapon for the purposes of creating masterwork
blinded for 1 round (Fortitude DC 15 reduces this to dazzled), or magical versions of this weapon. If this firearm gains the
and creatures within a 20-foot burst are dazzled for 1 round broken condition, both the firearm component and the axe
(Fortitude DC 15 negates the effect). Flare cartridges are also are considered broken. An axe musket uses either a bullet
useful for sending up signal flares. Firing a flare cartridge and a single dose of black powder or an alchemical cartridge
increases the firearm’s misfire value by 2 unless it is fired as ammunition. This is an early firearm.
from a blunderbuss or a dragon pistol, in which case doing
so only increases the firearm’s misfire value by 1. Flares can BLACK POWDER PRICE varies
be used only to attack single creatures; they do not work as a TYPE ammunition
shot for a scatter weapon’s cone attack. 1 dose WEIGHT —
1 keg WEIGHT 5 lbs. PRICE 10 GP
Paper Cartridge: This simple mix of black powder and
either pellets or a bullet increases the misfire value by 1. PRICE 1,000 GP

Salt Shot Cartridge: This mix of black powder and rock salt Black powder is the key explosive component within a 43
can only be loaded into a blunderbuss, a dragon pistol, or firearm that enables it to function, but in larger amounts this
other scatter weapon. It deals nonlethal instead of lethal alchemical material can be quite destructive on its own as
damage, and increases the misfire value by 1. You can use it well. A single dose of black powder is enough to power a
only with a scatter weapon’s cone attack. single shot from most one-handed and two-handed firearms,
while 10 doses are required to fire a cannon. Black powder is

2350598

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517442 UlTimaTe eqUipmeNT 517442
2350599 517442
often stored and transported in kegs (which hold 100 doses), hole used to ignite a gunpowder charge. A wooden stock 2350599
44 but in this quantity the powder itself becomes dangerous. partially encases the barrel, allowing you to hold it under
Exposure to fire, electricity, or a misfire explosion causes your arm with relative ease when carrying it. Firing a culverin
black powder to explode—a single keg that explodes in this without support (such as a wall, a window, or a stand) imposes
manner deals 5d6 points of fire damage to anyone within a a –4 penalty on attack rolls, and knocks you prone. A culverin
20-foot burst (DC 15 Reflex half). Storing black powder in a uses 4 doses of black powder and grapeshot (a handful of
powder horn protects the powder from explosion. pellets) as ammunition. Note that these statistics simulate only
the original, hand-held culverins—their larger descendants are
BLUNDERBUSS PRICE 2,000 GP considered cannons and are dealt with in the siege weapon
TYPE early section of Ultimate Combat. This is an early firearm.

DAGGER PISTOL PRICE 740 GP
TYPE early

This weapon fires pellets or a bullet from its trumpet-shaped A combination of
barrel, making it an effective fowling weapon or close- a coat pistol and a
fighting personal defense weapon. The blunderbuss fires in blade, the dagger
a 15-foot cone when firing pellets, and has a 10-foot range pistol can be used as both weapons. The awkwardness of the
increment when firing a bullet. A blunderbuss uses a bullet configuration means you do not gain the bonus on Sleight of
or pellets and a single dose of black powder or a single Hand checks that either of those stand-alone weapons grants.
alchemical cartridge as ammunition. This is an early firearm. The dagger pistol is considered a double weapon for the purpose
of creating masterwork or magical versions of this weapon. If this
BUCKLER GUN PRICE 750 GP firearm gains the broken condition, both the firearm component
TYPE early and the dagger component are considered broken. A dagger
pistol uses either a bullet and 1 dose of black powder or a single
alchemical cartridge as ammunition. This is an early firearm.

The front of this buckler is fitted with DOUBLE HACKBUT PRICE 4,000 GP
a small, double-barreled gun that can TYPE early
be shot while wearing the buckler.
Unlike with a double-barreled pistol, This double-length rifle uses
you can shoot only one barrel at a a pair of trunnions to mount
time. You must remove the buckler to its barrel into a swiveling
reload the gun. Each barrel of a buckler mechanism fastened to the
gun uses either a bullet and 1 dose of top of a lightweight, two-
black powder or a single alchemical cartridge as ammunition. wheeled carriage. It takes a
Because of its awkward construction, a buckler gun is always full-round action to set up the
considered an off-handed weapon. This is an early firearm. carriage. The carriage has a hind leg, allowing the wielder to
wheel the device about and immediately prop it for stability
COAT PISTOL PRICE 750 GP during combat. Unlike other two-handed firearms, you must
TYPE early fire the double hackbut while it is mounted, or else firing it
imparts a –4 penalty on attack rolls and the recoil knocks you
Though less powerful prone. A Large or larger creature can fire a double hackbut
than other, larger one size smaller than itself without the gun’s mounting as a
firearms, this pistol normal two-handed weapon and without the danger of being
is small enough to knocked prone, but takes the normal penalty for firing an
be easily concealed inappropriately sized weapon. This is an early firearm.
in a jacket or coat. You get a +2 bonus on Sleight of Hand
checks made to conceal a coat pistol on your body. A coat pistol DOUBLE-BARRELED MUSKET PRICE 2,500 GP
uses either a bullet and 1 dose of black powder or a single TYPE early
alchemical cartridge as ammunition. This is an early firearm.

CULVERIN PRICE 4,000 GP
TYPE early

The culverin, also known as a hand bombard, consists of a This musket has two parallel barrels; each barrel can be shot
simple smoothbore tube, sealed at one end except for a small independently as a separate action, or both can be fired at
once as the same attack. If both barrels are fired at once, they
must both target the same creature or object, and the gun
becomes wildly inaccurate, taking a –4 penalty on each shot.

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ARMS AND ARMOR

Each barrel of a double-barreled musket uses either a bullet FIREARM BULLET PRICE 1 GP ARMOR
and 1 dose of black powder or a single alchemical cartridge as TYPE ammunition WEAPONS
ammunition. This is an early firearm.
The ammunition of most one-handed and two-handed firearms, SPECIAL
DOUBLE-BARRELED PISTOL PRICE 1,750 GP firearm bullets typically take the form of small balls of lead or MATERIALS
TYPE early some other metal. Thirty bullets weigh half a pound.

This pistol has two METAL CARTRIDGE PRICE 15 GP
parallel barrels; each TYPE ammunition
barrel can be fired
independently as a These sturdier versions of alchemical cartridges serve as the
separate action, or ammunition for advanced firearms. They can hold either
both can be shot at once with the same action. If both barrels bullets or pellets.
are shot at once, they must both target the same creature or
object, and the pistol becomes wildly inaccurate, imposing a MUSKET PRICE 1,500 GP
–4 penalty on each shot. This is an early firearm. TYPE early

DOUBLE-BARRELED SHOTGUN PRICE 7,000 GP This long-barreled firearm has a much greater range than a
TYPE advanced

pistol. A musket uses either a bullet and 1 dose of black powder

or a single alchemical cartridge as its ammunition. This is an

early firearm.

This twin-barreled shotgun can be shot one barrel at a time, or PELLETS PRICE 1 GP
both together as one attack. A double shot that fires bullets is TYPE ammunition
inaccurate, and takes a –4 penalty on both attacks. A double

shot that fires bullets targets only a single creature and increases A handful of pellets, along with 1 dose of black powder, is

the damage of each barrel to 2d6 points (Small) or 2d8 points commonly used as ammunition for one-handed and two-

(Medium) for a total of 4d6 or 4d8 points of damage. A double- handed firearms with the scatter weapon quality, though

2350600 barreled shotgun uses metal cartridges (loaded with either a rocks or other small bits of hard material can be used in the 517443

bullet or pellets) as ammunition. This is an advanced firearm. pellets’ place. Using anything other than pellets or alchemical

DRAGON PISTOL PRICE 1,000 GP cartridges when firing off a cone attack with a scatter weapon
TYPE early increases the weapon’s misfire range by 1 (though this increase
can be removed by switching back to standard ammunition).

Like a miniature Thirty handfuls of pellets weigh half a pound.

blunderbuss, the PEPPERBOX PRICE 3,000 GP
dragon pistol fires TYPE early
pellets or a bullet

from its flared barrel. The dragon pistol fires in a 15-foot This pistol has six

cone when firing pellets, and has a 10-foot range increment barrels instead of

when firing a bullet. A dragon pistol uses either a bullet one. The entire

or group of pellets and 1 dose of black powder, or a single barrel housing can

alchemical cartridge (with either bullets or pellets) as be quickly rotated by

ammunition. This is an early firearm. hand between shots (a free action requiring one free hand),

FIRE LANCE PRICE 25 GP allowing all six bullets to be fired before the weapon must
TYPE early be reloaded. Each barrel of a pepperbox uses either a bullet
and 1 dose of black powder or a single alchemical cartridge as

This primitive firearm is merely ammunition. This is an early firearm.

a long tube that, when ignited, PEPPERBOX RIFLE PRICE 7,000 GP
propels forth a short gout of TYPE advanced
flame and a javelin. Unlike

other firearms, the fire lance is

wildly imprecise, and targets

AC rather than touch AC. A

fire lance is always treated as The four barrels of this rifle are set into a turnable housing

having the broken condition for the purpose of determining that can be quickly rotated by hand (a free action) between

the effects of a misfire. A fire lance uses a javelin and 2 doses shots. A pepperbox rifle uses metal cartridges as ammunition.

of black powder as ammunition. This is an early firearm. This is an advanced firearm. 45

2350600

2350600

517444 UlTimaTe eqUipmeNT 517444
2350601 517444
PISTOL PRICE 1,000 GP stabilizing it and preventing the end-over-end tumbling 2350601
46 TYPE early common to projectiles from simpler firearms. As a result,
a rifle can fire significantly farther and with more accuracy
The basic single-shot pistol than early long-bore firearms.
is one of the most common
firearms, although in most A rifle uses metal cartridges as ammunition. This is an
campaigns it is still rare advanced firearm.
enough to be an object of
envy or curiosity to most. As such, it can take a variety SHOTGUN PRICE 5,000 GP
of different forms, from wildly ornate masterpieces in the TYPE advanced
shape of fire-breathing dragons to the more common wood-
handled pistols, or nothing more than a simple metal tube This advanced version of the blunderbuss shoots in a 30-foot
with a triggering device. cone when firing pellets, and has a 20-foot range increment
A pistol uses either a bullet and 1 dose of black powder when firing a bullet (often called a slug). Shotguns can either
or a single alchemical cartridge as ammunition. This is an be simple and functional, or art pieces in their own right,
early firearm. with engravings and inlay on the stocks and breeches. Those
used by the upper class are often emblazoned with images
PITTED BULLET PRICE 5 GP of game animals, family crests, or elaborate maker’s marks.
TYPE ammunition
A shotgun uses metal cartridges (loaded with either a bullet
This ammunition is pitted with a pattern of small pocks or pellets) as ammunition. This is an advanced firearm.
into which specially formulated poison compounds can be
applied. A poison compound is a derivative of a standard SWORD CANE PISTOL PRICE 775 GP
toxin that is alchemically reduced to a solid form. These TYPE early
can be made from any standard injury or contact poison
with a successful Craft (poison) check equal to the poison’s A combination weapon, this gun mixes a coat pistol with a
DC + 4. The cost of purchasing an already prepared poison sword cane. The sword cane pistol is considered a double
compound for the purpose of treating pitted bullets is weapon for the purpose of creating masterwork or magical
equal to the poison’s base cost + 20 gp. Once crafted, the versions of this weapon. The pistol attachment makes
compound can be pasted into the ammunition’s pitted the nature of the weapon a little more difficult to hide.
design and allowed to harden. Upon completion, the An observer must succeed at a DC 15 Perception check to
bullet can be fired from an appropriate firearm, releasing realize that an undrawn sword cane pistol is a weapon
the poison compound into its target upon impact, but rather than a simple walking stick; the DC decreases to 5
the poison’s DC is reduced by 2. A pitted bullet cannot be if the observer is able to handle the weapon. A sword cane
used with an alchemical cartridge. The listed cost does not pistol uses either a bullet and 1 dose of black powder or a
include the cost of poison. single alchemical cartridge as ammunition. The sword part
of the weapon must be drawn in order to load the pistol
REVOLVER PRICE 4,000 GP part of the weapon. This is an early firearm.
TYPE advanced

A revolver is a pistol WARHAMMER MUSKET PRICE 1,600 GP
with a revolving cylinder TYPE early
containing six chambers.
Each chamber can hold a This musket has a
metal cartridge, and when warhammer head at the
one cartridge is fired, the cylinder automatically rotates (no end of its barrel, which
extra hand or action required), readying the next chamber for allows it to be used as
firing. A revolver uses metal cartridges as ammunition. This is both a musket and a warhammer. It is considered a double
an advanced firearm. weapon for the purposes of creating masterwork or magical
versions of this weapon. If this firearm gains the broken
RIFLE PRICE 5,000 GP condition, both the firearm component and the warhammer
TYPE advanced are considered broken. A warhammer musket uses either
a bullet and 1 dose of black powder or a single alchemical
This improvement on the musket features a grooved barrel cartridge as ammunition. This is an early firearm.
that imparts a twisting, spiral motion to the bullet as it exits,

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ARMS AND ARMOR

FIGHTER WEAPON GROUPS FLAILS ARMOR
WEAPONS
For the purpose of the fighter class’s weapon training ability, Chain spear, dire flail, double chained kama, flail (light
weapon groups are defined as follows (GMs may add other flail), flying blade, heavy flail, kusarigama, kyoketsu SPECIAL
weapons to these groups, or add entirely new groups). shoge, meteor hammer, morningstar, nine-section whip, MATERIALS
nunchaku, sansetsukon, scorpion whip, spiked chain,
AXES urumi, and whip

Bardiche, battleaxe, dwarven waraxe, greataxe, handaxe, HAMMERS
heavy pick, hooked axe, knuckle axe, light pick, mattock, orc
double axe, pata, and throwing axe Aklys, battle aspergillum, club, earth breaker, greatclub,
heavy mace, light hammer, light mace, mere club, taiaha,
BLADES, HEAVY tetsubo, wahaika, and warhammer

Bastard sword, chakram, double chicken saber, double MONK
walking stick katana, elven curve blade, falcata, falchion,
great terbutje, greatsword, katana, khopesh, longsword, Bo staff, brass knuckles, butterfly sword, cestus, dan bong,
nine-ring broadsword, nodachi, rhoka sword, sawtooth sabre, double chained kama, double chicken saber, emei piercer,
scimitar, scythe, seven-branched sword, shotel, temple fighting fan, jutte, kama, kusarigama, kyoketsu shoge,
sword, terbutje, and two-bladed sword lungchuan tamo, monk’s spade, nine-ring broadsword,
nine-sec tion whip, nunchaku, quar terstaf f, rope dar t, sai,
BLADES, LIGHT sansetsukon, seven-branched sword, shang gou, shuriken,
siangham, tiger fork, tonfa, tri-point double-edged sword,
Bayonet, butterfly sword, dagger, dogslicer, gladius, hunga unarmed strike, urumi, and wushu dart
munga, kama, kerambit, kukri, pata, quadrens, rapier, short
sword, sica, sickle, starknife, sword cane, swordbreaker NATURAL
dagger, and wakizashi

BOWS2350602 Unarmed strike and all natural weapons, such as bite, claw, 517445
gore, tail, and wing

Composite longbow, composite shortbow, longbow, and

shortbow POLEARMS

CLOSE Bardiche, bec de corbin, bill, glaive, glaive-guisarme, 47
guisarme, halberd, hooked lance, horsechopper, lucerne
Armor spikes, bayonet, brass knuckles, dan bong, emei hammer, mancatcher, monk’s spade, ogre hook, naginata,
piercer, fighting fan, gauntlet, heavy shield, iron brush, light nodachi, ranseur, and tiger fork
shield, madu, mere club, punching dagger, sap, scizore,
shield spikes, spiked gauntlet, tekko-kagi, tonfa, unarmed SIEGE ENGINES
strike, wooden stake, and wushu dart
Ballista, bombard, catapult, corvus, firedrake, firewyrm,
CROSSBOWS gallery, ram, siege tower, springal, trebuchet, and all other
siege engines (see Ultimate Combat for more details)
Double crossbow, hand crossbow, heavy crossbow, light
crossbow, repeating hand crossbow, repeating heavy SPEARS
crossbow, repeating light crossbow, tube arrow shooter,
underwater light crossbow, and underwater heavy crossbow Amentum, boar spear, javelin, harpoon, lance, longspear,
pilum, shortspear, sibat, spear, tiger fork, and trident
AXES
THROWN
Bo staff, dire flail, double walking stick katana, double-chained
kama, dwarven urgrosh, gnome hooked hammer, kusarigama, Aklys, amentum, atlatl, blowgun, bolas, boomerang,
orc double axe, quarterstaff, and two-bladed sword chakram, club, dagger, dart, halfling sling staff, harpoon,
hunga munga, javelin, lasso, kestros, light hammer, net,
FIREARMS poisoned sand tube, rope dart, shortspear, shuriken, sling,
snag net, spear, starknife, throwing axe, throwing shield,
All one-handed, two-handed, and siege firearms trident, and wushu dart

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517446 UlTimaTe eqUipmeNT 517446
2350603 517446
Special Materials takes a –1 penalty on the damage roll (with a minimum of 2350603
48 1 point of damage). The alchemical silvering process can’t be
Weapons and armor can be crafted using materials that applied to nonmetal items, and it doesn’t work on rare metals
have innate special properties. If you make a suit of armor such as adamantine, cold iron, and mithral.
or a weapon out of more than one special material, you get
the benefit of only the most prevalent material. However, Alchemical silver has 10 hit points per inch of thickness
you can build a double weapon with each head made of a and hardness 8.
different special material.
TYPE OF ALCHEMICAL SILVER ITEM ITEM PRICE MODIFIER
Each of the special materials described below has Ammunition +2 gp per item
a definite game effect. Some creatures have damage Light weapon +20 gp
reduction that makes them resistant to all but a special One-handed weapon, or one head +90 gp
type of damage, such as that dealt by evil-aligned weapons of a double weapon
or bludgeoning weapons. Others are vulnerable to weapons T wo-handed weapon, or both heads +180 gp
of a particular material. Characters may choose to carry of a double weapon
several different types of weapons, depending upon the
types of creatures they most commonly encounter. ANGELSKIN PRICE 350 SP
WEIGHT 45 lb.

ADAMANTINE PRICE 850 GP The preserved skin of an angel retains a portion of celestial
WEIGHT 55 lbs. grace and can be crafted into leather, hide, or studded leather
armor. Angelskin radiates a moderate good aura that masks
Mined from rocks that fell from the malign auras. Any evil aura radiated by the wearer is reduced
heavens, this ultrahard metal adds to in strength by 10 Hit Dice. Auras reduced below 1 Hit Die can’t
the quality of a weapon or suit of armor. be detected by means such as detect evil; the creature doesn’t
Weapons fashioned from adamantine detect as evil, though this has no effect on other aspects of
have a natural ability to bypass hardness the creature’s alignment. For example, a weak chaotic creature
when sundering weapons or attacking wearing angelskin armor detects as chaotic, but not evil.
objects, ignoring hardness less than 20. Armor made from
adamantine grants its wearer damage reduction of 1/— if it’s Spells and supernatural abilities that have special effects
light armor, 2/— if it’s medium armor, and 3/— if it’s heavy when cast on or used against creatures with evil alignments
armor. Adamantine is so costly that weapons and armor made (even beneficial effects) have a 20% chance of treating an evil
from it are always of masterwork quality; the masterwork cost is wearer as neutral instead. Ongoing effects such as smite evil
included in the prices given below. Thus, adamantine weapons make this roll the first time they are used against the creature;
and ammunition have a +1 enhancement bonus on attack rolls, if the effect treats the target as neutral, it does so for the
and the armor check penalty of adamantine armor is lessened remainder of the effect’s duration. If the ongoing effect applies
by 1 compared to ordinary armor of its type. Items without to an area and the wearer leaves that area, the percentage
metal parts cannot be made from adamantine. An arrow could chance should be rolled again. Permanent magic items such
be made of adamantine, but a quarterstaff could not. as holy weapons always treat the wearer as evil. Armor
Weapons and armor normally made of steel that are made constructed from angelskin is always of masterwork quality;
of adamantine have one-third more hit points than normal. the masterwork cost is included in the prices given below.
Adamantine has 40 hit points per inch of thickness and
hardness 20. Angelskin has 5 hit points per inch of thickness and
hardness 5.

TYPE OF ADAMANTINE ITEM ITEM PRICE MODIFIER TYPE OF ANGELSKIN ITEM ITEM PRICE MODIFIER
Ammunition +60 gp per item Light armor +1,000 gp
Light armor +5,000 gp Medium armor +2,000 gp
Medium armor +10,000 gp
Heavy armor +15,000 gp BLOOD CRYSTAL PRICE 850 GP
Weapon +3,000 gp WEIGHT 55 lbs.

ALCHEMICAL SILVER PRICE 850 GP Mysterious radiation deep below
WEIGHT 55 lbs. the surface of the earth warps
once-ordinary quartz into blood-
A complex process involving metallurgy and craving stone. If an attack with a
alchemy can bond silver to a weapon made piercing or slashing blood crystal
of steel so that it bypasses the damage weapon hits a target suffering from a bleed effect, the
reduction of creatures such as lycanthropes. creature takes 1 additional point of damage from the
attack as the blood crystal drains blood from the wound.
On a successful attack with a silvered This applies even if the creature was taking bleed damage
slashing or piercing weapon, the wielder

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517447

ARMS AND ARMOR

ARMOR

before the attack with the blood crystal weapon. This does or metal armors. Armors fashioned from darkleaf cloth are WEAPONS
not increase the amount of the bleed effect. always masterwork items; the masterwork cost is included

Unfed blood crystal has a pale pink hue, darkening toward in the listed prices. SPECIAL
deep crimson as it becomes saturated with blood. Piercing or Darkleaf cloth has 20 hit points per inch of thickness and MATERIALS

slashing weapons composed entirely or partially of metal can hardness 10.

be made from blood crystal. Unworked blood crystal has a

value of 500 gp per pound. Weapons made with blood crystal TYPE OF DARKLEAF CLOTH ITEM ITEM PRICE MODIFIER

have one-half the normal hit points. Armor and shields Clothing +500 gp

cannot be made of blood crystal, as they would feed on the Light armor +750 gp

wearer’s own wounds. Medium armor +1,500 gp

Blood crystal has 10 hit points per inch of thickness and Other items +375 gp/lb.

hardness 10. ITEM PRICE MODIFIER DARKWOOD PRICE 850 GP
TYPE OF BLOOD CRYSTAL ITEM WEIGHT 55 lbs.

Ammunition +30 gp per item This rare magic wood is as hard as

Weapon +1,500 gp normal wood but very light. Any

COLD IRON PRICE 850 GP wooden or mostly wooden item
WEIGHT 55 lbs. (such as a bow or spear) made
from darkwood is considered a

This iron, mined deep underground masterwork item and weighs only half as much as a normal

and known for its effectiveness against wooden item of that type. Items not normally made of wood

demons and fey creatures, is forged or only partially of wood (such as a battleaxe or a mace) either

at a lower temperature to preserve its cannot be made from darkwood or do not gain any special

delicate properties. Weapons made of benefit from being made of darkwood. The armor check penalty

cold iron cost twice as much to make of a darkwood shield is lessened by 2 compared to an ordinary

as their normal counterparts. Also, adding any magical shield of its type. To determine the price of a darkwood item,

enhancements to a cold iron weapon increases its price by use the original weight but add 10 gp per pound to the price of

2350604 2,000 gp. This increase is applied the first time the item is a masterwork version of that item. Darkwood has 10 hit points 517447

enhanced, not once per ability added. per inch of thickness and hardness 5.

Items without metal parts cannot be made from cold iron. DRAGONHIDE PRICE 850 GP
An arrow could be made of cold iron, but a quarterstaff could WEIGHT 55 lbs.
not. A double weapon with one cold iron half costs 50% more

than normal. Armorsmiths can work with the

Cold iron has 30 hit points per inch of thickness and hides of dragons to produce armor

hardness 10. or shields of masterwork quality.

DARKLEAF CLOTH PRICE 350 SP One dragon produces enough hide to
WEIGHT 45 lb. make a single suit of masterwork hide
armor for a creature one size category

Darkleaf cloth is a special form of flexible material made smaller than the dragon. By selecting only choice scales and

by weaving together leaves and thin strips of bark from bits of hide, an armorsmith can produce one suit of masterwork

darkwood trees, then treating the resulting fabric with special banded mail for a creature two sizes smaller, one suit of

alchemical processes. The resulting material is tough as cured masterwork half-plate for a creature three sizes smaller, or one

hide but much lighter, making it an excellent material from masterwork breastplate or suit of full plate for a creature four

which to create armor. Spell failure chances for armors made sizes smaller. In each case, enough hide is available to produce

from darkleaf cloth decrease by 10% (to a minimum of 5%), a light or heavy masterwork shield in addition to the armor,

maximum Dexterity bonuses increase by 2, and armor check provided that the dragon is Large or larger. If the dragonhide

penalties decrease by 3 (to a minimum of 0). comes from a dragon that had immunity to an energy type, the

An item made from darkleaf cloth weighs half as much armor is also immune to that energy type, although this does

as the same item made from leather, furs, or hides. Items not confer any protection to the wearer. If the armor or shield is

not primarily constructed of leather, fur, or hide are not later given the ability to protect the wearer against that energy

meaningfully affected by being partially made of darkleaf type, the cost to add such protection is reduced by 25%.

cloth. As such, padded armor, leather armor, studded leather Because dragonhide armor isn’t made of metal, druids can

armor, and hide armor can be made out of darkleaf cloth wear it without penalty.

(although other types of armor made of leather or hide Dragonhide armor costs twice as much as masterwork

might be possible). Because darkleaf cloth remains flexible, armor of that type, but it takes no longer to make than

it cannot be used to construct rigid items such as shields ordinary armor of that type (double all Craft results). 49

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